Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Archery Tweaks 1.1.5Various archery tweaks: This is now included in my Weapons Pack. Don't use both addons at once. Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Steamtech UI 1.1.4 Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Adventurer Plus Addon 1.1.5Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; magebow class v18 1.3.1Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Phantasm Redux 1.2.4Changes around the Spell/Phantasm tree. Shadowblades will lose the ability to cast illuminate at will for damage, but they get a few other things to make up for it. T1 - Illuminate: Light up the area and blind in a big radius. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Returned |
| Class | Trench Strider |
| Level / Exp | 50 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by naga tidewarden at level 2 on the 74th Pyre 122nd year of Ascendancy at 19:06 / 58Killed by naga tidewarden at level 3 on the 75th Pyre 122nd year of Ascendancy at 03:26 Killed by naga tidecaller at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:45 Killed by red crystal at level 12 on the 4th Mirth 122nd year of Ascendancy at 09:26 Killed by white crystal at level 12 on the 4th Mirth 122nd year of Ascendancy at 11:09 Killed by bee swarm at level 13 on the 4th Mirth 122nd year of Ascendancy at 12:57 Killed by multi-hued crystal at level 22 on the 5th Mirth 122nd year of Ascendancy at 17:55 Killed by multi-hued crystal at level 22 on the 5th Mirth 122nd year of Ascendancy at 18:44 Killed by Xogana the giant army ant at level 23 on the 5th Mirth 122nd year of Ascendancy at 20:51 Killed by blade horror at level 23 on the 5th Mirth 122nd year of Ascendancy at 22:38 Killed by orc corruptor at level 25 on the 6th Mirth 122nd year of Ascendancy at 03:13 Killed by skeleton master archer at level 27 on the 7th Mirth 122nd year of Ascendancy at 00:00 Killed by Forgery of Haze (Xerobretta the black crystal) at level 27 on the 7th Mirth 122nd year of Ascendancy at 00:39 Killed by venom drake at level 27 on the 7th Mirth 122nd year of Ascendancy at 01:27 Killed by Voressra the giant ice ant at level 27 on the 7th Mirth 122nd year of Ascendancy at 02:56 Killed by minotaur at level 27 on the 7th Mirth 122nd year of Ascendancy at 03:30 Killed by stone troll at level 28 on the 7th Mirth 122nd year of Ascendancy at 15:25 Killed by assassin at level 29 on the 7th Mirth 122nd year of Ascendancy at 16:06 Killed by bandit at level 30 on the 7th Mirth 122nd year of Ascendancy at 20:02 Killed by cave troll at level 30 on the 8th Mirth 122nd year of Ascendancy at 00:54 Killed by assassin at level 32 on the 8th Mirth 122nd year of Ascendancy at 03:41 Killed by bandit at level 32 on the 8th Mirth 122nd year of Ascendancy at 05:50 Killed by assassin at level 33 on the 8th Mirth 122nd year of Ascendancy at 13:47 Killed by minotaur at level 34 on the 8th Mirth 122nd year of Ascendancy at 23:17 Killed by maulotaur at level 35 on the 9th Mirth 122nd year of Ascendancy at 02:49 Killed by maulotaur at level 35 on the 9th Mirth 122nd year of Ascendancy at 03:56 Killed by minotaur at level 36 on the 9th Mirth 122nd year of Ascendancy at 14:25 Killed by Shardskin at level 37 on the 10th Mirth 122nd year of Ascendancy at 10:58 Killed by war hound at level 37 on the 1st Summertide 122nd year of Ascendancy at 09:14 Killed by ritch flamespitter at level 37 on the 1st Summertide 122nd year of Ascendancy at 10:35 Killed by Glorolaith the giant eel at level 37 on the 1st Summertide 122nd year of Ascendancy at 11:23 Killed by dragon turtle at level 37 on the 1st Summertide 122nd year of Ascendancy at 11:59 Killed by Glorolaith the giant eel at level 37 on the 1st Summertide 122nd year of Ascendancy at 12:38 Killed by Glorolaith the giant eel at level 37 on the 1st Summertide 122nd year of Ascendancy at 14:00 Killed by war hound at level 37 on the 1st Summertide 122nd year of Ascendancy at 14:55 Killed by Glorolaith the giant eel at level 37 on the 1st Summertide 122nd year of Ascendancy at 16:17 Killed by war hound at level 37 on the 1st Summertide 122nd year of Ascendancy at 16:53 Killed by ritch flamespitter at level 37 on the 1st Summertide 122nd year of Ascendancy at 17:27 Killed by war hound at level 37 on the 1st Summertide 122nd year of Ascendancy at 18:01 Killed by turtle at level 38 on the 2nd Summertide 122nd year of Ascendancy at 01:06 Killed by Ret at level 40 on the 2nd Summertide 122nd year of Ascendancy at 11:55 Killed by entrenched horror at level 45 on the 2nd Summertide 122nd year of Ascendancy at 23:05 Killed by entrenched horror at level 45 on the 3rd Summertide 122nd year of Ascendancy at 00:30 Killed by entrenched horror at level 45 on the 3rd Summertide 122nd year of Ascendancy at 02:02 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 10:53 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 12:38 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 14:32 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 16:32 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 18:05 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 19:24 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 21:21 Killed by Weirdling Beast at level 47 on the 3rd Summertide 122nd year of Ascendancy at 23:05 Killed by elven warrior at level 47 on the 1st Flare 122nd year of Ascendancy at 18:05 Killed by elven cultist at level 48 on the 1st Flare 122nd year of Ascendancy at 20:03 Killed by mean looking elven guard at level 48 on the 1st Flare 122nd year of Ascendancy at 20:39 Killed by Zubuthra the elven cultist at level 50 on the 2nd Flare 122nd year of Ascendancy at 07:10 Killed by elven warrior at level 50 on the 2nd Flare 122nd year of Ascendancy at 10:11 Killed by elven warrior at level 50 on the 2nd Flare 122nd year of Ascendancy at 11:25 |
Primary Stats
| Strength | 25 (base 23) |
| Dexterity | 17 (base 10) |
| Constitution | 56 (base 50) |
| Magic | 67 (base 60) |
| Willpower | 42 (base 26) |
| Cunning | 68 (base 60) |
Resources
| Mana | 554/554 |
| Negative | 1/197 |
| Life | 1142/1142 |
| Positive | 0/197 |
| Stamina | 327/327 |
| Healing Factor | 0.5 |
| Regeneration | 1.8337734882426 |
Speed
| Mental | +8.3093084429568% |
| Attack | 0% |
| Movement | -49.933333333333% |
| Spell | +8.3093084429568% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 21 |
| Crit Chance | 47% |
| APR | 16 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 43.666666666667 |
| Crit Chance | 21% |
| Speed | 0.92328167761007 |
Offense: Mind
| Mindpower | 38.3 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | +4% |
Defense: Base
| Armour (hardiness) | 25.000000000001 (60%) |
| Defense | 7.45 |
| Ranged Defense | 9.45 |
| Fatigue | 0 |
| Physical Save | 26.2375 |
| Spell Save | 38.4875 |
| Mental Save | 28.8125 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 22% |
| Fear Resistance | 15% |
| Knockback Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Celestial / Depths | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Heavens | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Celestial / Summertide | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Glimmer | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Wintertide | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Tides | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Moonlight | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Strider | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Returned | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Strength and Willpower are increased by 2. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | traveler's pair of iron boots (Madness) (0 def, 3 armour) traveler's pair of iron boots (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +24 Physical save: +5 (+2 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| On fingers | steel ring of fire (+20%) (Madness) steel ring of fire (+20%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Curse of Madness Rings can have magical properties. Press to compare |
| On fingers | wizard's steel ring of light (+22%) (Nightmares) wizard's steel ring of light (+22%) (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +8 (+3 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
| Around neck | clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. Press to compare |
| In main hand | Aerulehad (Madness) (31.5-44.1 power, 5 apr) Aerulehad (Madness) (31.5-44.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +11 lightning / +21 cold Burst (radius 2) on crit: +22 ice When wielded/worn: Armour penetration: +11 Physical crit. chance: +20.0% Armour: +11 Changes resistances penetration: +15% blight / +13% cold Grants telepathy: Demon/Minor Demon/Major Critical mult.: +24.00% Mana each turn: +0.04 Mana when firing critical spell: +1.00 Infravision radius: +1 Curse of Madness One-handed war axes. Press to compare |
| On hands | Wyrmbreath (Corpses) (0 def, 4 armour) Wyrmbreath (Corpses) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Corpses It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 144.59 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | Celestial Circlet (Misfortune) (3 def, 0 armour) Celestial Circlet (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Defense: +3 (+3 eff.) Changes resistances: +10% darkness / +10% arcane / +10% light Changes damage: +10% darkness / +10% arcane / +10% light Talent mastery: +0.10 Celestial / Circles Curse of Misfortune It can be used to activate talent Circle of Shifting Shadows (costing 44 power out of 50/50) : Effective talent level: 2.2 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 10, and deals 11.96 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. Press to compare |
| Main armor | Robes of Deflection (Shrouds) (0 def, 7 armour) Robes of Deflection (Shrouds) (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). Curse of Shrouds This set of robes seems to shine with metallic colors. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the warrior (range 11)controlled phase door rune of the warrior (range 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Apprentice Staff (Corpses) (10-12 power, 0 apr, arcane element) Apprentice Staff (Corpses) (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +0% Curse of Corpses A staff that has been carefully constructed for novices of the Art. Press to compare |
Crystal Shard (Nightmares) (16-19.2 power, 4 apr, physical element) Crystal Shard (Nightmares) (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% Curse of Nightmares It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 40 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. Press to compare |
Kauila's Staff (Corpses) (15-18 power, 3 apr, physical element) Kauila's Staff (Corpses) (15-18 power, 3 apr, physical element)Requires: - Magic 34 - Constitution 18 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent masteries: +0.20 Spell / Water +0.20 Spell / Ice Spellpower: +22 (+7 eff.) Spell crit. chance: +15% Talent on hit(spell): Ice Shards (20% chance level 2). Curse of Corpses It can be used to activate talent Tidal Wave (costing 31 power out of 50/50) : Effective talent level: 3.0 Power cost: 31 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 19.90 cold damage and 19.90 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. This staff can be wielded in your off-hand. Press to compare |
heavy steel greatsword of massacre (Nightmares) (39.5-63.2 power, 2 apr) heavy steel greatsword of massacre (Nightmares) (39.5-63.2 power, 2 apr)Requires: - Strength 16 Crafted by a master 4.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Curse of Nightmares * Grants [Heavy Strike] Talent Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel spear of massacre (Shrouds) (32-44.8 power, 6 apr)plaguebringer's dwarven-steel spear of massacre (Shrouds) (32-44.8 power, 6 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 11% chance to disease Damage (Melee): +8 blight Thrust Range: 2 When wielded/worn: Disease immunity: +19% Curse of Shrouds A spear. Press to compare |
This item will automatically be transmogrified when you leave the level. stralite waraxe of nature (Madness) (31-43.4 power, 5 apr)stralite waraxe of nature (Madness) (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +10% nature Curse of Madness One-handed war axes. Press to compare |
Spellblaze Shard (Shrouds) (20-26 power, 10 apr) Spellblaze Shard (Shrouds) (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Press to compare |
Umbral Razor (Corpses) (25-32.5 power, 10 apr) Umbral Razor (Corpses) (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Corpses It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 115.15 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Press to compare |
Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage) Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. Press to compare |
Layawyn the vined mindstar (Madness) (5.5-6.05 power, 18 apr, mind damage) Layawyn the vined mindstar (Madness) (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +11 nature slow / +8 temporal / +5 fire When wielded/worn: Armour: +7 Damage when hit (Melee): 9 ice / 12 temporal / 4 mind Changes stats: +3 Cun Changes resistances: +12% cold / +5% darkness / +9% temporal Changes resistances penetration: +7% cold Changes damage: +4% acid / +5% temporal / +4% light / +10% cold / +5% nature / +4% fire Grants telepathy: Dragon Equilibrium when hit: +1.10 Maximum psi: +10.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Light radius: +2 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. blooming thorny mindstar of life (Corpses) (7.5-8.25 power, 24 apr, nature damage)blooming thorny mindstar of life (Corpses) (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +1.20 Maximum life: +26.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +27 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of recursion (Nightmares)mighty elven-wood longbow of recursion (Nightmares) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +5 Str Curse of Nightmares Longbows are used to shoot arrows at your foes. Press to compare |
Nature's Blessing (Corpses) (8 def, 6 armour) Nature's Blessing (Corpses) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+8 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Corpses Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. Press to compare |
Ravenhunt (Shrouds) (3 def, 8 armour) Ravenhunt (Shrouds) (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +36% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes stats: +6 Wil / +7 Cun / +16 Con Changes resistances: +23% acid / -13% light / +3% blight / +22% fire / +48% darkness Changes resistances penetration: +15% darkness Changes damage: +9% blight Physical save: +16 (+8 eff.) Spell save: +16 (+6 eff.) Mental save: +34 (+15 eff.) Curse of Shrouds A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened stralite mail armour of command (Madness) (16 def, 23 armour)hardened stralite mail armour of command (Madness) (16 def, 23 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +16 (+14 eff.) Fatigue: +16% Changes stats: +5 Cun Changes resistances: +12% acid / +11% physical / +10% cold / +10% lightning / +9% fire Mental save: +22 (+11 eff.) Curse of Madness A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. fortifying stralite plate armour of the deep (Corpses) (7 def, 15 armour)fortifying stralite plate armour of the deep (Corpses) (7 def, 15 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +15 Defense: +7 (+7 eff.) Fatigue: +26% Changes stats: +6 Str / +3 Con Changes resistances: +12% acid / +12% cold Allows you to breathe in: water Maximum life: +81.00 Curse of Corpses A suit of armour made of metal plates. Press to compare |
Drydin the rough leather cap (Nightmares) (0 def, 3 armour) Drydin the rough leather cap (Nightmares) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +4 Dex / +2 Con Changes resistances: +7% lightning / +7% temporal / +11% darkness / +9% mind Changes damage: +30% blight Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Infravision radius: +4 Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel torque of charged psionic shield [power 55] (14 cooldown)quick dwarven-steel torque of charged psionic shield [power 55] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 55 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Ret the Returned Trench Strider level 10
78th Pyre 122nd year of Ascendancy at 02:42 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Ret the Returned Trench Strider level 20
5th Mirth 122nd year of Ascendancy at 14:59 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Ret the Returned Trench Strider level 30
7th Mirth 122nd year of Ascendancy at 17:37 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Ret the Returned Trench Strider level 40
2nd Summertide 122nd year of Ascendancy at 05:34 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Ret the Returned Trench Strider level 50
2nd Flare 122nd year of Ascendancy at 03:02 see stats
Lost in translation (Exploration mode) (Uniques)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ret the Returned Trench Strider level 8
77th Pyre 122nd year of Ascendancy at 19:29 see stats
That was close (Exploration mode) (Uniques)
Killed your target while having only 1 life left.By Ret the Returned Trench Strider level 3
74th Pyre 122nd year of Ascendancy at 20:49 see stats
The Arena (Exploration mode) (Uniques)
Unlocked Arena mode.By Ret the Returned Trench Strider level 12
2nd Mirth 122nd year of Ascendancy at 22:37 see stats
Log
Zubuthra the elven cultist performs a melee critical strike against Ret!
Ret is recovering from the damage!
Zubuthra the elven cultist shrugs off the effect 'Intimidated'!
Zubuthra the elven cultist shrugs off the effect 'Intimidated'!
Elven warrior shrugs off the effect 'Intimidated'!
Ret is encased in ice!
Zubuthra the elven cultist misses Ret.
Zubuthra the elven cultist hits Ret for 260 acid, 183 physical, 13 acid, 8 cold (465 total damage).
Rotting Disease from Zubuthra the elven cultist hits Elven warrior for (10 blocked), 0 acid, 9 blight (9 total damage).
Elven warrior uses Shield Pummel.
Elven warrior performs a melee critical strike against Ret!
Elven warrior performs a melee critical strike against Ret!
Elven warrior hits Ret for (84 to ice), 127 physical, (14 to ice), 20 acid, (107 to ice), 161 physical (308 total damage).
Ret the level 50 returned trench strider was maimed to death by an elven warrior on level 1 of Dark crypt.
Ret is free from the ice.
Ret has finished recovering.
Ret is no longer evading attacks.
The smoke around Ret dissipate.
Ret deactivates Hymn of Moonlight.
The shroud of shadows around Ret disappears.
Ret deactivates Daunting Presence.
Ret deactivates Sun and Moon.
Ret deactivates Dismal Aura.
Ret deactivates Darkest Depths.
Ret deactivates Cold Fusion.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven warrior killed Ret!
Saving done.
