Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Infinite500 v3.0a: 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. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventuring Party 1.5.0Tired 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. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 20 / 0% |
| Size | small |
| Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
| Strength | 48 (base 46) |
| Dexterity | 59 (base 46) |
| Constitution | 54 (base 46) |
| Magic | 51 (base 46) |
| Willpower | 58 (base 46) |
| Cunning | 61 (base 46) |
Resources
| Mana | 139/139 |
| Equilibrium | 0 |
| Life | 880/880 |
| Positive | 6/107 |
| Stamina | 234/234 |
| Healing Factor | 1.6946428571429 |
| Regeneration | 45.290553421406 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +49.18105373397% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 79.934241619159 |
| See Invisible | 79.934241619159 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 75 |
| Crit Chance | 45% |
| APR | 20 |
| Speed | 0.98 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 79.026933829378 (82.5%) |
| Defense | 37 |
| Ranged Defense | 46 |
| Fatigue | 19 |
| Physical Save | 43 |
| Spell Save | 58 |
| Mental Save | 28 |
Defense: Resistances
| All | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Bleed Resistance | 23% |
| Pinning Resistance | 100% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 804% for 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 7/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 7/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 0/2 |
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Onslaught |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| talent | Shielding |
| talent | Stone Skin |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Equipment
| On feet | Goreran the pair of rough leather boots (0 def, 1 armour) Goreran the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 arcane Changes resistances: +3% blight Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +9% blight Movement speed: +20% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (115 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | defender's drakeskin leather cap of precognition (12 def, 11 armour) defender's drakeskin leather cap of precognition (12 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +11 Defense: +12 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +4% all Physical save: +8 (+3 eff.) A cap made of leather. |
| On hands | Belenne the Kilnwill (0 def, 2 armour) Belenne the Kilnwill (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 fire Changes stats: +2 Con Changes damage: +24% fire Reduces incoming crit damage: 15.00% Life regen: +2.00 Stamina each turn: +1.00 Maximum stamina: +17.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: -5 Lck Trap disarming bonus: +5 Physical save: -5 (-1 eff.) Spell save: -5 (-2 eff.) Mental save: -5 (-3 eff.) 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. |
| On fingers | Coalstrike CoalstrikeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +6% blight Changes damage: +9% blight / +9% darkness Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | forged dwarven-steel longsword (39.5-55.3 power, 16 apr) forged dwarven-steel longsword (39.5-55.3 power, 16 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 39.5 - 55.3 Uses stat: 124% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Crit. chance: +9.5% Attack speed: 114% When this weapon hits: Earthen Missiles (15% chance level 4). Damage (Melee): +10 insidious poison / +37 physical / +37 lightning When wielded/worn: Changes damage: +18% lightning / +18% blight Talent granted: +3 Pulverizing Auger Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | forged dwarven-steel shield (11 def, 12.5 armour, 57.5-69 power, 115.5 block) forged dwarven-steel shield (11 def, 12.5 armour, 57.5-69 power, 115.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 57.5 - 69.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +115 Damage (Melee): +16 cold When wielded/worn: Armour: +12 Defense: +11 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 12 ice Changes resistances: +26% lightning / +11% arcane Talent cooldown: Powerful Strikes (-1 turn) Talents granted: +3 Wing Buffet +3 Block Spell save: +32 (+8 eff.) Disarm immunity: +23% Knockback immunity: +23% Handheld deflection devices. |
| Cloak | Duratodir the Flashrend (1 def, 0 armour) Duratodir the Flashrend (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes stats: +2 Cun / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +25% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Ulfegorn the stralite mail armour (8.5 def, 27 armour) =Water Breathing= reforged Ulfegorn the stralite mail armour (8.5 def, 27 armour) =Water Breathing=Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +27 Defense: +8 (+4 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 7 light / 8 acid Changes stats: +4 Wil Changes resistances: +9% acid / +17% darkness / +11% arcane / +18% blight / +11% cold / +11% nature / +22% fire Talent cooldown: Explosive Leap (-1 turn) Talent granted: +3 Rush Allows you to breathe in: water Physical save: +33 (+11 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +239.00 Maximum hate: +8.00 Mental crit. chance: +4% Light radius: +1 A suit of armour made of mail. |
Inventory
sun infusion of the titan (rad 6; power 48; turns 5; dispels darkness) sun infusion of the titan (rad 6; power 48; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 5 turns. Its effects scale with your Constitution stat. 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. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% lightning / +6% temporal Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Isigada the linen cloak (1 def, 0 armour) Isigada the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 temporal Changes stats: +2 Wil Changes resistances: +6% acid / +6% fire / +12% cold Mental save: +6 (+3 eff.) Blindness immunity: +5% Poison immunity: +5% Teleport immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cracklewither (0 def, 3 armour) Cracklewither (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +8 Lck / +5 Dex Changes resistances: +24% acid Changes resistances penetration: +10% lightning / +10% acid Changes damage: +9% acid Stealth bonus: +7 A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (3 def, 3 armour) grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brandpower the iron gauntlets (9 def, 1 armour) Brandpower the iron gauntlets (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Cun / +4 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% fire Physical save: +15 (+5 eff.) Life regen: +0.60 Infravision radius: +2 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of magic (+3) (0 def, 1 armour) steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Shinebrace' (2 def, 0 armour) cashmere wizard hat 'Shinebrace' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Cun / +3 Wil Changes resistances: +12% light Changes damage: +6% light / +12% mind Mental save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour) grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
linen wizard hat of corrosion (+15%) (1 def, 0 armour) linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
forged dwarven-steel plate armour (8 def, 28 armour) forged dwarven-steel plate armour (8 def, 28 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +28 Defense: +8 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 13 physical Changes resistances: +11% darkness / +11% fire Talent cooldown: Unstoppable (-5 turns) Talents granted: +4 Shock Hands +1 Power Catalyst: Magic Physical save: +32 (+11 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +227.00 A suit of armour made of metal plates. |
forged iron shield (7 def, 10 armour, 17-20.4 power, 49 block) forged iron shield (7 def, 10 armour, 17-20.4 power, 49 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +49 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +15% acid / +11% nature Talents granted: +1 Wing Buffet +1 Block Spell save: +28 (+7 eff.) Disarm immunity: +23% Knockback immunity: +23% Deflect projectiles away: +5% Handheld deflection devices. |
deadly quiver of elm arrows (18/18, 23-32.2 power, 5 apr) deadly quiver of elm arrows (18/18, 23-32.2 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
Muckwaker (dig speed 39 turns) Muckwaker (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 12 nature / 8 fire Changes stats: +3 Str Changes resistances penetration: +10% nature / +20% fire Changes damage: +15% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bethath BethathInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +4 Wil Changes resistances: +12% acid Changes resistances penetration: +10% acid / +10% arcane Changes damage: +6% mind / +21% acid 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
acidic pouch of iron shots of accuracy (12/12, 16-19.2 power, 1 apr) acidic pouch of iron shots of accuracy (12/12, 16-19.2 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 On weapon crit: * splashes the target with acid Damage (Ranged): +6 acid Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Boltseam' (19/19, 19.5-23.4 power, 2 apr) pouch of steel shots 'Boltseam' (19/19, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 40% chance to daze at end of turn * 7% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +14 blight / +8 arcane Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of charged psionic shield 'Dournaught' [power 63] (12 cooldown) dwarven-steel torque of charged psionic shield 'Dournaught' [power 63] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +3% lightning Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +3 Silence Cut immunity: +15% Teleport immunity: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Deux deactivates Onslaught.
Deux deactivates Precise Strikes.
Deux deactivates Thunderstorm.
The furious lightning storm around Deux calms down and disappears.
Deux deactivates Arcane Feed.
Deux deactivates Arcane Shield.
Deux deactivates Shielding.
Deux deactivates Shock Hands.
Zippy deactivates Wild Growth.
Zippy deactivates Beyond the Flesh.
Zippy deactivates Arcane Combat.
Zippy deactivates Augmentation.
Zippy deactivates Arcane Feed.
Zippy stops surging mana.
Zippy deactivates Lucid Dreamer.
Zippy deactivates Mitosis.
Uno deactivates Stone Skin.
Uno deactivates Feather Wind.
Uno deactivates Fiery Hands.
Uno deactivates Precise Strikes.
Uno deactivates Arcane Shield.
Uno deactivates Thunderstorm.
The furious lightning storm around Uno calms down and disappears.
Uno deactivates Onslaught.
Uno deactivates Shock Hands.
Uno stops regenerating health quickly.
Uno deactivates Arcane Combat.
Uno deactivates Arcane Feed.
Uno deactivates Inner Power.
Uno deactivates Shielding.
