









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 18 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Islissra the degenerated skeleton warrior at level 12 on the 9th Flare 122nd year of Ascendancy at 06:58 0 / 6Killed by Aderiara the elven mage at level 13 on the 4th Dusk 122nd year of Ascendancy at 13:41 Killed by Aderiara the elven mage at level 13 on the 4th Dusk 122nd year of Ascendancy at 15:03 Killed by Belylaith the sand-drake at level 17 on the 28th Dusk 122nd year of Ascendancy at 03:09 Killed by Aerabeth the sandworm at level 18 on the 28th Dusk 122nd year of Ascendancy at 16:12 Killed by Lisuyarabeth the gigantic corrosive tunneler at level 18 on the 28th Dusk 122nd year of Ascendancy at 23:00 |
Primary Stats
| Strength | 66 (base 46) |
| Dexterity | 22 (base 17) |
| Constitution | 17 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 57 (base 29) |
| Cunning | 21 (base 10) |
Resources
| Life | -43/433 |
| Equilibrium | 79 |
| Healing Factor | 1.3561497326203 |
| Regeneration | 17.96898395722 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 6 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 23 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 8% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Nature | +11% |
Offense: Damage Penetration
| Blight | +20% |
| Physical | +9% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 19.021682842493 (81.694915254237%) |
| Defense | 14 |
| Ranged Defense | 20 |
| Fatigue | 12 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Lightning | + 1%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 21% |
Inscriptions (2/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 12 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
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| beneficial effect | The target is able to burrow into walls, and additionally has 19 more APR and 9% more physical resistance penetration. Burrow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | Paranoia has gripped the target, causing a 20% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
| detrimental effect | The target is in a state of growing fear. If they spend 2 more turns within range 5 and in sight of the source of this fear (Lisuyarabeth the gigantic corrosive tunneler), they will be subjected to a new fear. Heighten Fear |
| detrimental effect | The target has been splashed with acid, taking 2.57 acid damage per turn, reducing armour by 7 and attack by 6. Acid Splash |
Quests
You failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | [vs. pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +6(-) Str +1(-) Wil ----- def ----- Armour +1 (-) Fatigue -3% (-) Resists +5%(-) cold +6%(-) fire ---------- misc Infravis +3 (-) A pair of boots made of leather. |
| Light source | [vs. Kuhek (Light source)]Kuhek 1.0 T3 lite [Rare] Arcane While equipped: Stats +4(-) Str +2(-) Con dps ---------- Phys.crit +2.0% (-) Apr +2 (-) Melee Ret 16(-) fire ----- def ----- Defense +6 (+6 eff.) (-) Rng.Def +6 (+6 eff.) (-) Resists +7%(-) fire ---------- misc Stam/turn +1.20 (-) Light +3 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +2(-) Str ----- def ----- Armour +3 (-) Fatigue +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. iron pickaxe 'Faloharadig' (dig speed 38 turns) (Tool)]iron pickaxe 'Faloharadig' (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +2(-) Str +5(-) Dex +1(-) Cun dps ---------- Dmg.mod +6%(-) nature ----- def ----- Fatigue -6% (-) Resists +11%(-) nature +3%(-) mind ---------- misc Telepathy Humanoid/Orc While carried: ---------- misc Talents +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. warrior's copper ring of sensing (On fingers, 1 of 2)]warrior's copper ring of sensing 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2(-) Str ----- def ----- Armour +4 (-) Blind- +21% (-) ---------- misc Infravis +3 (-) See.Stealth +6 (-) See.Invis +7 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring of sensing (On fingers, 1 of 2)]titan's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-2) Str +2 Con ----- def ----- Armour +0 (-4) Phys.save +4 (+2 eff.) Max.HP +20.00 Blind- +0% (-21%) Disarm- +20% Pinning- +22% Knockbk- +20% ---------- misc Infravis +0 (-3) See.Stealth +0 (-6) See.Invis +0 (-7) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3(-) Wil ----- def ----- Resists +20%(-) blight +20%(-) cold +20%(-) nature Heal.mod +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 (-) Crit +3.5% (-) Atk.spd 100% (-) While equipped: Stats +13(-) Wil +3(-) Mag dps ---------- Crit.mult +10.00% (-) Spell.pwr +12 (+9 eff.) (-) Res.pen +20%(-) blight Melee Ret 8(-) darkness ----- def ----- Resists +6%(-) darkness Massive two-handed swords. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | [vs. Arebar the Flamedream (3 def, 7 armour) (Main armor)]Arebar the Flamedream (3 def, 7 armour) 17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Rare] Psionic While equipped: Stats +2(-) Str +4(-) Wil +2(-) Cun +1(-) Con dps ---------- Res.pen +5%(-) fire ----- def ----- Armour +7 (-) Defense +3 (+3 eff.) (-) Fatigue +20% (-) Resists +6%(-) mind Mind.save +12 (+6 eff.) (-) ---------- misc See.Invis +12 (-) A suit of armour made of metal plates. |
| Cloak | [vs. Gedin (1 def, 0 armour) (Cloak)]Gedin (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1(-) Cun +3(-) Wil dps ---------- Mind.crit +1% (-) Crit.mult +10.00% (-) Mind.pwr +4 (+2 eff.) (-) ----- def ----- Defense +1 (+1 eff.) (-) Mind.save +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Ce'Notha (Around neck)]Ce'Notha 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2(-) Str +3(-) Cun +1(-) Con ----- def ----- Fatigue -4% (-) Resists +6%(-) physical HP.reg +1.00 (-) ---------- misc Stam/turn +0.80 (-) Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 70)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (394% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 394% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the titan (heal 123 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild (on body)]wild infusion of the wizard (resist 14%; cure physical) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)]copper ring of corrosion (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +0(-2) Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +0 (-4) Resists +20% acid Blind- +0% (-21%) ---------- misc Infravis +0 (-3) See.Stealth +0 (-6) See.Invis +0 (-7) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]iron battleaxe (12-18 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 12.0 - 18.0(-23.0 - -38.0) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 (-1) Crit +4.5% (+1.0%) Atk.spd 100% (-) While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness Massive two-handed battleaxes. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]Genocide (42-67.2 power, 4 apr) 3.0 T3 greatsword 2H weapon Reqs Wil 20,Str 40 [Unique] Nature/Master Power 42.0 - 67.2(+7.0 - +11.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 (+2) Crit +18.0% (+14.5%) Atk.spd 100% (-) Against +25% Orc While equipped: Stats +7 Str +7 Dex +0(-3) Mag +0(-13) Wil +7 Con dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]Chalolegas the Bloomblack (23-32.2 power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 23.0 - 32.2(-12.0 - -23.8) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 (+2) Crit +3.5% (-) Atk.spd 100% (-) On Hit.r1 +8 nature On Crit.r2 +12 lightning While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Dmg.mod +3% nature Res.pen +0%(-20%) blight Acc +8 (+4 eff.) Melee Ret 0(-8) darkness On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +9 (+7 eff.) Resists +9% lightning +0%(-6%) darkness Disarm- +30% Sharp, long, and deadly. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]insidious steel longsword (16-22.4 power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 16.0 - 22.4(-19.0 - -33.6) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 (+1) Crit +3.0% (-0.5%) Atk.spd 100% (-) Melee+ +12 insidious poison While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness Sharp, long, and deadly. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]balanced steel mace of massacre (18.5-25.9 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Master Power 18.5 - 25.9(-16.5 - -30.1) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 (+1) Crit +1.0% (-2.5%) Atk.spd 100% (-) While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Res.pen +0%(-20%) blight Acc +7 (+3 eff.) Melee Ret 0(-8) darkness ----- def ----- Defense +6 (+6 eff.) Resists +0%(-6%) darkness Disarm- +24% Blunt and deadly. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]steel mace 'Belonor' (13.5-18.9 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Disrupt Power 13.5 - 18.9(-21.5 - -37.1) Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 (+1) Crit +1.0% (-2.5%) Atk.spd 100% (-) Against +11% Unnatural While equipped: Stats +2 Str +6(+3) Mag +6(-7) Wil +4 Con dps ---------- Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Dmg.mod +12% acid Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Fatigue -4% Resists +0%(-6%) darkness Blunt and deadly. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]Bokylin the vined mindstar (5.5-6.05 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Power 5.5 - 6.1(-29.5 - -50.0) Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+16) Crit +3.0% (-0.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Mag +3(-10) Wil dps ---------- Mind.crit +2% Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Mind.pwr +4 (+1 eff.) Dmg.mod +3% temporal Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness +12% temporal Crit.dmg- 10.00% Phys.save +3 (+2 eff.) Max.HP +17.00 HP.reg +0.70 ---------- misc Hate/kill +2.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 61.60 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]Eye of Summer (8-8.8 power, 18 apr, fire damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8(-27.0 - -47.2) Fire Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+16) Crit +5.0% (+1.5%) Atk.spd 100% (-) While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Mind.crit +4% Crit.mult +0.00% (-10.00%) Spell.pwr +0 (+0 eff.) (-12 (-9 eff.)) Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +0%(-20%) blight +10% fire Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
[vs. Sootwild the dwarven-steel greatsword (35-56 power, 2 apr) (In main hand)]shimmering ash vilestaff of fate (15-18 power, 3 apr, acid element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(-20.0 - -38.0) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 (+1) Crit +3.0% (-0.5%) Atk.spd 100% (-) While equipped: Stats +0(-13) Wil +0(-3) Mag dps ---------- Spell.crit +6% Crit.mult +0.00% (-10.00%) Spell.pwr +6 (+6 eff.) (-6 (-3 eff.)) Dmg.mod +15% acid Res.pen +0%(-20%) blight Melee Ret 0(-8) darkness ----- def ----- Resists +0%(-6%) darkness Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Gedin (1 def, 0 armour) (Cloak)]Silygaba (2 def, 6 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +0(-1) Cun +0(-3) Wil dps ---------- Mind.crit +0% (-1%) Crit.mult +0.00% (-10.00%) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) ----- def ----- Armour +6 Defense +2 (+2 eff.) (+1 (+1 eff.)) Resists +9% light Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Max.HP +30.00 Cut- +20% Silence- +10% Pinning- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Gedin (1 def, 0 armour) (Cloak)]Xeriremina (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +0(-1) Cun +1(-2) Wil dps ---------- Mind.crit +4% (+3%) Crit.mult +0.00% (-10.00%) Mind.pwr +4 (+2 eff.) (-) Res.pen +10% mind Melee Ret 12 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) (-) Resists +11% cold Mind.save +0 (+0 eff.) (-6 (-3 eff.)) ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Gedin (1 def, 0 armour) (Cloak)]linen cloak of protection (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +0(-1) Cun +0(-3) Wil dps ---------- Mind.crit +0% (-1%) Crit.mult +0.00% (-10.00%) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) ----- def ----- Defense +1 (+1 eff.) (-) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) (-1 (+0 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Arebar the Flamedream (3 def, 7 armour) (Main armor)]woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Normal] While equipped: Stats +0(-2) Str +0(-4) Wil +0(-2) Cun +0(-1) Con dps ---------- Res.pen +0%(-5%) fire ----- def ----- Armour +0 (-7) Defense +0 (+0 eff.) (-3 (-3 eff.)) Fatigue +0% (-20%) Resists +0%(-6%) mind Mind.save +0 (+0 eff.) (-12 (-6 eff.)) ---------- misc See.Invis +0 (-12) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) (On feet)]Fulegas the pair of iron boots (0 def, 7 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +0(-6) Str +0(-1) Wil ----- def ----- Armour +7 (+6) Fatigue +2% (+5%) Resists +6% lightning +3% darkness +3%(-2%) cold +0%(-6%) fire +12% light Mind.save +6 (+3 eff.) ---------- misc Infravis +1 (-2) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) (On feet)]Manachik (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: Stats +0(-6) Str +3(+2) Wil dps ---------- Mind.crit +2% Dmg.mod +9% acid Res.pen +25% mind ----- def ----- Armour +3 (+2) Fatigue +2% (+5%) Resists +7% lightning +6% temporal +0%(-5%) cold +0%(-6%) fire Heal/summ +30 ---------- misc Max.hate +4.00 Infravis +0 (-3) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) (On feet)]Umbrabreacher (9 def, 8 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +0(-6) Str +0(-1) Wil +2 Con dps ---------- Res.pen +5% darkness Melee Ret 12 physical ----- def ----- Armour +8 (+7) Defense +9 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +2% (+5%) Resists +0%(-6%) fire +0%(-5%) cold +2% physical ---------- misc Infravis +2 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of rough leather boots 'Xanodhewe' (0 def, 1 armour) (On feet)]traveler's pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +0(-6) Str +0(-1) Wil ----- def ----- Armour +3 (+2) Fatigue -2% (+1%) Resists +0%(-5%) cold +0%(-6%) fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Infravis +0 (-3) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-2) Cun +3(-1) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +0%(-5%) nature +5% fire ----- def ----- Armour +2 Resists +0%(-10%) nature +10% fire Poison- +0% (-20%) ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 48.33 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Gunykor (0 def, 2 armour) 1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Str +3(-1) Wil +0(-4) Cun +3 Con dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +0%(-5%) nature ----- def ----- Armour +2 Resists +24% acid +9% temporal +9% fire +0%(-10%) nature +6% lightning Poison- +0% (-20%) Disarm- +23% ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Sootpower the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Nature While equipped: Stats +0(-4) Cun +0(-4) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Melee+ 7 acid Dmg.mod +6% acid +0%(-5%) nature ----- def ----- Armour +2 Resists +7% acid +0%(-10%) nature +6% darkness +6% mind Poison- +0% (-20%) ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]rough leather gloves of strength (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str +0(-4) Cun +0(-4) Wil dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +0%(-5%) nature ----- def ----- Armour +1 Resists +0%(-10%) nature Poison- +0% (-20%) ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]steady iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Psionic While equipped: Stats +0(-4) Cun +0(-4) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +0%(-5%) nature Acc +6 (+3 eff.) ----- def ----- Armour +1 Resists +0%(-10%) nature Phys.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Poison- +0% (-20%) Disarm- +20% ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]temporal hardened leather gloves of the juggernaut (0 def, 2 armour) 1.0 T3 hands armor [Ego+] Arcane/Master While equipped: Stats +0(-4) Wil +0(-4) Cun +2 Con dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Melee+ 8 temporal Ranged+ 10 temporal Dmg.mod +0%(-5%) nature +3% temporal ----- def ----- Armour +2 Resists +0%(-10%) nature +5% temporal Phys.save +11 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+3 eff.) Poison- +0% (-20%) Disarm- +26% ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]Ashenvy (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +0(-2) Str +3 Con dps ---------- Dmg.mod +3% fire Melee Ret 16 fire ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +6% acid Die.at -80.00 life Disarm- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]Nimbusshaper the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +0(-2) Str dps ---------- Dmg.mod +6% darkness +12% lightning Res.pen +20% darkness ----- def ----- Armour +4 (+1) Fatigue +4% (-1%) Resists +24% lightning +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]Xiwe (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +0(-2) Str +4 Dex +5 Wil +4 Cun ----- def ----- Armour +1 (-2) Fatigue +1% (-4%) Phys.save +11 (+6 eff.) ---------- misc Light +3 A cap made of leather. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]Zubirin (0 def, 7 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +0(-2) Str +3 Con dps ---------- Melee Ret 4 arcane ----- def ----- Armour +7 (+4) Fatigue +1% (-4%) Resists +3% darkness +3% fire +3% light +9% temporal A cap made of leather. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]linen wizard hat 'Ivulessra' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +0(-2) Str +2 Dex +1 Mag +2 Con dps ---------- Res.pen +20% mind ----- def ----- Armour +0 (-3) Defense +1 (+1 eff.) Fatigue +0% (-5%) Resists +6% cold +6% fire A pointy cloth hat, very wizardly... |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]miner's iron helm (0 def, 5 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +0(-2) Str ----- def ----- Armour +5 (+2) Fatigue +5% (-) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]rough leather cap 'Childil' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2(-) Str dps ---------- Melee Ret 5 physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 (-2) Fatigue +1% (-4%) Resists +3% acid +12% fire Phys.save +6 (+3 eff.) Blind- +10% Poison- +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 116.5 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]stabilizing iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +0(-2) Str ----- def ----- Armour +3 (-) Fatigue +5% (-) Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]stabilizing iron helm of constitution (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +0(-2) Str +3 Con ----- def ----- Armour +3 (-) Fatigue +5% (-) Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Arebar the Flamedream (3 def, 7 armour) (Main armor)]steel mail armour of Eyal (2 def, 6 armour) 14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego+] Nature While equipped: Stats +0(-2) Str +0(-4) Wil +0(-2) Cun +0(-1) Con dps ---------- Res.pen +0%(-5%) fire ----- def ----- Armour +6 (-1) Defense +2 (+2 eff.) (-1 (-1 eff.)) Fatigue +14% (-6%) Resists +0%(-6%) mind Mind.save +0 (+0 eff.) (-12 (-6 eff.)) Max.HP +46.00 HP.reg +1.00 Heal.mod +10% ---------- misc See.Invis +0 (-12) A suit of armour made of mail. |
[vs. Arebar the Flamedream (3 def, 7 armour) (Main armor)]rough leather armour (1 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: Stats +0(-2) Str +0(-4) Wil +0(-2) Cun +0(-1) Con dps ---------- Res.pen +0%(-5%) fire ----- def ----- Armour +2 (-5) Defense +1 (+1 eff.) (-2 (-2 eff.)) Fatigue +6% (-14%) Resists +0%(-6%) mind Mind.save +0 (+0 eff.) (-12 (-6 eff.)) ---------- misc See.Invis +0 (-12) A suit of armour made of leather. |
[vs. Arebar the Flamedream (3 def, 7 armour) (Main armor)]steel plate armour of acid resistance (4 def, 9 armour) 17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Master While equipped: Stats +0(-2) Str +0(-4) Wil +0(-2) Cun +0(-1) Con dps ---------- Res.pen +0%(-5%) fire ----- def ----- Armour +9 (+2) Defense +4 (+4 eff.) (+1 (+1 eff.)) Fatigue +22% (+2%) Resists +15% acid +0%(-6%) mind Mind.save +0 (+0 eff.) (-12 (-6 eff.)) ---------- misc See.Invis +0 (-12) A suit of armour made of metal plates. |
icy dwarven-steel shield of purity (8 def, 2 armour, 31.5-37.8 power, 85 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +85 Melee+ +11 cold While equipped: dps ---------- Melee+ 6 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+7 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +14% nature +10% blight ---------- misc Talents +3 Block Handheld deflection devices. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
239 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. iron pickaxe 'Faloharadig' (dig speed 38 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: Stats +0(-2) Str +0(-5) Dex +0(-1) Cun dps ---------- Dmg.mod +4% blight +0%(-6%) nature Apr +5 Melee Ret 15 blight ----- def ----- Fatigue +0% (+6%) Resists +0%(-11%) nature +0%(-3%) mind ---------- misc Telepathy Humanoid/Orc While carried: ---------- misc Talents +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. iron pickaxe 'Faloharadig' (dig speed 38 turns) (Tool)]miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1(-1) Str +0(-5) Dex +0(-1) Cun dps ---------- Dmg.mod +0%(-6%) nature ----- def ----- Fatigue +0% (+6%) Resists +0%(-11%) nature +0%(-3%) mind ---------- misc Infravis +1 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Kuhek (Light source)]Tempestkiller 2.0 T1 lite [Rare] Master While equipped: Stats +0(-4) Str +0(-2) Con dps ---------- Phys.crit +0.0% (-2.0%) Res.pen +5% acid Apr +0 (-2) Melee Ret 0(-16) fire On Hit (Melee): * 15% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Defense +0 (+0 eff.) (-6 (-6 eff.)) Rng.Def +0 (+0 eff.) (-6 (-6 eff.)) Resists +15% lightning +0%(-7%) fire ---------- misc Stam/turn +0.00 (-1.20) Light +4 (+1) 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. |
[vs. Kuhek (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: Stats +0(-4) Str +0(-2) Con dps ---------- Phys.crit +0.0% (-2.0%) Apr +0 (-2) Melee Ret 0(-16) fire ----- def ----- Defense +0 (+0 eff.) (-6 (-6 eff.)) Rng.Def +0 (+0 eff.) (-6 (-6 eff.)) Resists +0%(-7%) fire ---------- misc Stam/turn +0.00 (-1.20) Light +2 (-1) 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. |
[vs. iron pickaxe 'Faloharadig' (dig speed 38 turns) (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +0(-2) Str +0(-5) Dex +0(-1) Cun +5 Lck dps ---------- Dmg.mod +0%(-6%) nature ----- def ----- Defense +5 (+5 eff.) Fatigue +0% (+6%) Resists +0%(-11%) nature +0%(-3%) mind ---------- misc T.Disarm +5 Telepathy Humanoid/Orc While carried: ---------- misc Talents +0(+-1) Dig Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
[vs. iron pickaxe 'Faloharadig' (dig speed 38 turns) (Tool)]supercharged steel torque of charged psionic shield [power 65] (25 cooldown) 2.0 T2 torque charm [Ego] Psionic While equipped: Stats +0(-2) Str +0(-5) Dex +0(-1) Cun dps ---------- Dmg.mod +0%(-6%) nature ----- def ----- Fatigue +0% (+6%) Resists +0%(-11%) nature +0%(-3%) mind ---------- misc Telepathy Humanoid/Orc While carried: ---------- misc Talents +0(+-1) Dig Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 65 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dewanlac the Cornac Wyrmic level 10
2nd Flare 122nd year of Ascendancy at 08:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dewanlac the Cornac Wyrmic level 8
10th Mirth 122nd year of Ascendancy at 17:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dewanlac the Cornac Wyrmic level 15
7th Dusk 122nd year of Ascendancy at 15:57 see stats
Log
Dewanlac starts regenerating health quickly.
Dewanlac is back to normal.
Dewanlac becomes paranoid!
Dewanlac struggles against the paranoia.
Dewanlac struggles against the paranoia.
Dewanlac shakes the ground!
Lisuyarabeth the gigantic corrosive tunneler uses Rampage.
Lisuyarabeth the gigantic corrosive tunneler begins rampaging!
Dewanlac struggles against the paranoia.
Talent Meditation is ready to use.
Lisuyarabeth the gigantic corrosive tunneler uses Dominate.
Sand Breath is still on cooldown for 4 turns.
Dewanlac uses Wing Buffet.
Lisuyarabeth the gigantic corrosive tunneler is knocked back!
Dewanlac is covered in acid!
Sandworm burrower is knocked back!
Dewanlac hits Sandworm burrower for 0 physical damage.
Dewanlac hits Lisuyarabeth the gigantic corrosive tunneler for 135 physical damage.
Lisuyarabeth the gigantic corrosive tunneler hits Dewanlac for 7 physical damage.
Dewanlac feels pain again.
Acid Splash from Lisuyarabeth the gigantic corrosive tunneler hits Dewanlac for 2 acid damage.
Dewanlac struggles against the paranoia.
Dewanlac uses Burrow.
Lisuyarabeth the gigantic corrosive tunneler uses Slash.
Saving game...




































































































