








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. New Gem Types 1.5.10Adds 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! 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: 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 1.5.10This 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. 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! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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; Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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 Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Commando class 1.5.0Adds 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 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. magebow class v18 1.3.1Possessor Bonus Class 1.5.4Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Spellsword 1.5.3This 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. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Arcane Gladiator 1.1.5v0.1 -- Initial release A few minor changes to the skill-tree configuration and stats. Arcane gladiators are professional arena combatants that have learned to enhance their combat prowess with magic. This is my first AddOn for ToME4; suggestions in regards to balance will be appreciated. So what are you waiting for? 'Ave a go, ya mug! Verdant Class Pack 1.5.10Content 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: |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Sholtar |
| Class | Possessor |
| Level / Exp | 67 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 94 (base 73) |
| Dexterity | 83 (base 73) |
| Constitution | 78 (base 73) |
| Magic | 45 (base 27) |
| Willpower | 111 (base 73) |
| Cunning | 89 (base 73) |
Resources
| Mana | 934/961 |
| Life | 553/553 |
| Paradox | 135 |
| Hate | 95/100 |
| Equilibrium | 39 |
| Vim | 360/364 |
| Positive | 248/248 |
| Stamina | 417/440 |
| Psi | 650/710 |
| Healing Factor | 1.4112903225804 |
| Regeneration | 4.5866935483863 |
Speed
| Mental | -7.8% |
| Attack | 0% |
| Movement | +81.23692434643% |
| Spell | +2.2% |
| Global | +169.81922394384% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 94.758286421228 |
| See Invisible | 102.75828642123 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 66 |
| Crit Chance | 72% |
| APR | 49 |
| Speed | 1.08 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 66 |
| Crit Chance | 71% |
| APR | 33 |
| Speed | 1.08 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 58% |
| Speed | 0.97847358121331 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| Lightning | +25% |
| Physical | +19% |
| Cold | +15% |
| Blight | +20% |
| Arcane | +51% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Nature | +30% |
| Temporal | +45% |
| Physical | +49% |
| Arcane | +30% |
| Fire | +33% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 24 (56.720930232558%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 70.45 |
| Spell Save | 69.55 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 26%( 74%) |
| Blight | + 9%( 74%) |
| Arcane | + 9%( 74%) |
| Cold | + 31%( 74%) |
| All | + 17%( 74%) |
| Lightning | + 26%( 74%) |
| Temporal | + 25%( 74%) |
| Physical | + 50%( 74%) |
| Fire | + 45%( 74%) |
| Nature | + 14%( 74%) |
Defense: Immunities
| Silence Resistance | 0% |
| Stoning Resistance | 0% |
| Fear Resistance | 0% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 68% |
Inscriptions (3/3)
| 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: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Possession | 2.00 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Psionic / Psionic menace | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
| Psionic / Solipsism | 1.70 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Psionic / Deep horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Battle psionics | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Psionic / Body snatcher | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Psionic / Psychic blows | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 7/5 |
| Psionic / Ravenous mind | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
| Psionic / Mentalism | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
| Race / Sholtar | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 0/2 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Through The Crowd |
| talent | Arcane Combat |
| talent | Wild Growth |
| talent | Surge |
| talent | Mitosis |
| talent | Burning Wake |
| talent | Precise Strikes |
| talent | Channel Pain |
| talent | Shadow Feed |
| talent | Psionic Disruption |
| talent | Beyond the Flesh |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | Stolen talent: Grace of the Eternals Mind Steal |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
Equipment
| Psionic focus | Belivena (Madness) (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +56 acid / +42 cold / +12 arcane When wielded/worn: Physical crit. chance: +5.0% Changes stats: +9 Dex / +1 Con Changes resistances penetration: +10% arcane / +10% physical Life regen: +0.60 Massive two-handed mauls. |
| Light source | preserving alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight Mental save: +10 (+3 eff.) Life regen: +2.40 Light radius: +3 See stealth: +13 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Balancesmasher' (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 nature Changes stats: +13 Str / +8 Mag / +15 Wil / +3 Con Changes resistances: +9% temporal / +15% physical Changes resistances penetration: +25% temporal Changes damage: +20% blight / +23% arcane / +9% nature Physical save: +28 (+0 eff.) Mental save: +12 (+3 eff.) Spell crit. chance: +5% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
| On feet | stealthy pair of hardened leather boots of evasion (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +8 Lck / +3 Dex Stealth bonus: +10 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Tool | dragonbone totem of thorny skin 'Gothra' [power 77] (8/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Mag Maximum wards: +5 acid / +4 nature / +4 light Changes damage: +18% arcane Talent granted: +1 Ward Spell save: +3 (+0 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's gold ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 25% chance to blind Damage (Melee): 38 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 29 light Changes stats: +7 Wil Mental save: +14 (+4 eff.) Rings can have magical properties. |
| On fingers | conjurer's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes stats: +8 Mag / +6 Wil Spellpower: +11 (+3 eff.) Rings can have magical properties. |
| Around neck | protective steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Physical save: +12 (+0 eff.) Blindness immunity: +18% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
| In main hand | wyrm's living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. The set is complete. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning / 9 physical / 10 fire / 6 acid / 8 cold Changes resistances: +10% lightning / +8% physical / +7% cold / +10% fire / +10% acid Blindness immunity: +50% Stun/Freeze immunity: +50% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
| On hands | Cyrorin the Thunderhue (0 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +11 Damage (Melee): 15 nature Changes stats: +10 Str Changes resistances: +10% nature Changes damage: +11% nature / +9% lightning Physical save: +40 (+0 eff.) When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 64% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 5). On weapon hit: * 53% chance to daze at end of turn Damage Shield penetration (this weapon only): +67% Burst (radius 2) on crit: +15 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | projecting thorny mindstar of flames (Misfortune) (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural fire should be returned to the wyrm. The set is complete. Base power: 8.0 - 8.8 Uses stats: 80% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +14% fire Changes resistances penetration: +13% fire Changes damage: +16% lightning / +22% fire / +15% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +7% 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. |
| Around waist | insulating hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +10% fire / +9% cold Critical mult.: +11.00% A belt that goes around your waist. |
| Main armor | Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Technique / Fading flourish Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
wild infusion (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 26% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (100 cold damage; freeze 3 turns with power 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 100.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
savage's gold ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +16 (+0 eff.) Life regen: +1.40 Maximum life: +76.00 Maximum stamina: +19.00 Healing mod.: +19% Rings can have magical properties. |
voratun greatmaul 'Camarin' (Nightmares) (66-99 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +6% light / +6% temporal Mental save: +20 (+5 eff.) Cut immunity: +20% Disarm immunity: +25% Teleport immunity: +20% Massive two-handed mauls. |
Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
horrifying vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +4% mind / +4% darkness Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
horrifying vined mindstar of resolve (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 75% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes stats: +3 Wil Changes damage: +2% mind / +2% darkness Physical save: +2 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
pulsing mindstar of venom (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +9% acid Changes resistances penetration: +9% acid Changes damage: +4% acid Life regen: +1.20 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
vined mindstar of life (Madness) (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +19.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
wyrm's living mindstar of storms (Nightmares) (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. The set is complete. Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 29 lightning / 9 physical / 10 cold / 10 acid / 10 fire Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun / +9 Con Changes resistances: +28% lightning / +9% physical / +8% fire / +10% cold / +5% acid Changes resistances penetration: +20% lightning Changes damage: +16% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
iron waraxe of persecution (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Lifesteal (this weapon only): +1% Damage against: +5% Unnatural When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
quick steel waraxe of projection (15.5-21.7 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Dex One-handed war axes. |
Vine Whip (21-23.1 power, 5 apr)Requires: - Dexterity 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 21.0 - 23.1 Uses stats: 40% Wil, 60% Cun Damage type: Entangle Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 125% It can be used to pull an enemy into melee range, costing 12 power out of 40/40. This whip feels like a living plant, but is oddly stretchy |
Hileg the Nimbuswarden (10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +10% lightning / +3% acid / +9% darkness / +7% cold / +9% blight / +9% fire / +16% mind / +10% light Changes resistances penetration: +10% lightning / +25% acid Changes damage: +16% mind / +9% acid Physical save: +14 (+0 eff.) Spell save: +53 (+1 eff.) Mental save: +17 (+5 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of life (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +11% blight Life regen: +2.10 Mana each turn: +0.15 Psi each turn: +0.15 Maximum life: +51.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Grinudor (Madness) (12 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +5 Wil / +15 Cun Changes resistances: +3% cold Cut immunity: +20% Disarm immunity: +5% Confusion immunity: +15% Pinning immunity: +10% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cap made of leather. |
Adurenne (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 8 arcane Changes resistances: +25% cold Changes resistances penetration: +20% blight Changes damage: +12% arcane Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +10% A suit of armour made of mail. |
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% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
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. |
jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+5 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+4 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
small geode 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% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
Emybeth the yew totem of cure ailments [power 3] (8/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +15% arcane / +15% blight Changes damage: +6% blight Spell save: +12 (+0 eff.) Mana each turn: +0.12 Maximum mana: +100.00 Spell crit. chance: +4% It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
warded elven-wood wand of firewall [power 265] (8/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 323 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Sazha deactivates Together Forever.
Sazha is no longer distorted.
Sazha deactivates Master Summoner.
Hela deactivates Close Combat Management.
Hela deactivates Master Summoner.
Hela deactivates Fiery Hands.
Hela deactivates Beyond the Flesh.
Hela deactivates Chant of Resistance.
Hela deactivates Probability Travel.
Hela deactivates Psiblades.
Hela deactivates Adventure Friendly Fire Disabler.
Hela deactivates Blood Fury.
Hela deactivates Feather Wind.
Hela deactivates Through The Crowd.
Hela deactivates Trained Reactions.
Hela deactivates Hymn of Moonlight.
The shroud of shadows around Hela disappears.
Hela deactivates Daunting Presence.
Hela deactivates Infestation.
Yakia deactivates Charged Shield.
Yakia deactivates Kinetic Shield.
Yakia deactivates Antimagic Shield.
Yakia deactivates Wild Growth.
Yakia deactivates Through The Crowd.
Yakia is no longer attuned.
Yakia is less impervious to physical effects.
Yakia deactivates Beyond the Flesh.
Yakia deactivates Mitosis.
Yakia deactivates Psiblades.
Yakia is no longer distorted.























































