






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adventuring Party 1.7.0Tired 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. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: (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.
Midnight 1.6.7Adds 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. No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Necromancy+ 1.7.2Features: 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 Explicit Default Cosmetics 1.7.0Fixes a small cosmetic glitch in the Customize dialog on the character creation screen by explicitly setting the default cosmetics for your current race/class/sex as selected, so that selecting a value in one category (like Skin) doesn't lose the default selection in another category (like Hair, leaving the character bald). Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Phantom Warrior Class 1.7.0Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Inferno Race Pack 1.4.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Auto-usable Wards 1.7.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Necro Escort 1.7.2Adds a necromancer escort. Let There Be Light 1.7.0Adds guaranteed sources of room-lighting to stores in Angolwen and Zigur, including new torques of illumination. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Ignore Race/Class Locks 1.7.0Modifies 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: 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.
Wyrmic Compatibility 1.7.2Makes the Revamped Wyrmic a separate class from the normal wyrmic Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic) Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Verdant Class Pack 1.7.2Content 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 | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Wight |
Class | Adventurer |
Level / Exp | 14 / 24% |
Size | medium |
Lifes / Deaths | Killed by grave wight at level 2 on the 74th Pyre 122nd year of Ascendancy at 12:04 3 / 2Killed by grave wight at level 2 on the 74th Pyre 122nd year of Ascendancy at 12:13 |
Primary Stats
Strength | 36.481274928717 (base 22) |
Dexterity | 23.481274928717 (base 13) |
Constitution | 21.481274928717 (base 16) |
Magic | 48.481274928717 (base 25) |
Willpower | 54 (base 39) |
Cunning | 25.481274928717 (base 20) |
Resources
Mana | 388/388 |
Hands | 90/90 |
Life | 336/336 |
Paradox | 300 |
Stamina | 249/249 |
Negative | 39/39 |
Healing Factor | 1.2484842301386 |
Regeneration | 2.8090895178119 |
Speed
Mental | +24.31288053919% |
Attack | 0% |
Movement | +80.64099103658% |
Spell | +35.83508886277% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 29.348126551801 |
See Invisible | 29.348126551801 |
Offense: Barehand
Damage | 55 |
Accuracy | 46 |
Crit Chance | 16% |
APR | 3 |
Speed | 0.64 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 9% |
Speed | 0.7361868044348 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Mind | +12% |
Physical | +9% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Lightning | +14% |
Fire | +14% |
Cold | +22% |
Defense: Base
Armour (hardiness) | 4 (35.65183292883%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 41 |
Mental Save | 35 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 40%( 70%) |
All | + 7%( 70%) |
Darkness | + 13%( 70%) |
Light | + 13%( 70%) |
Mind | + 13%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Pinning Resistance | 24% |
Poison Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Serenity | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Splintered Lord | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Harming Hands | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Helping Hands | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Dawn's Aura | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Endings | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Time Wounds | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Dusk's Aura | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight's Aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Written in the Stars | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Beginnings | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/43 |
| 0/76 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Race / Beholder | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Strider | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Paeans | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / The Lotus Blossoms | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Wight | 1.10 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Tentacle-combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Aura of the Dusk |
talent | Extraplanar Origin |
talent | Magpie Hook |
talent | Phase Pulse |
talent | Afraid of Time |
talent | Hymn of Shadows |
talent | Paean of Volcanic Fire |
talent | Use Tentacles |
talent | Thirsty Teeth |
talent | Hunting Black Blood |
talent | Mind Over Magic |
beneficial effect | The target's negative regeneration is increased by 1. Talent investment might add more benefits. 1 Mantle |
beneficial effect | The target's defense and saves have been increased by 4. 1 Spin |
beneficial effect | The target's accuracy and power have been increased by 2. 1 Fateweaver |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You met a beggar who turned out to be a Naloren searching for aid for their people. * You promised to investigate the caves and quell the disturbance within. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 |
You died in battle, long ago. Unquiet SleepHowever, that wasn't the end. You haunted the place even as it was overgrown by wilderness and forgotten. The graverobber is dead. The bones sink back into their sleep. But you remain, unable to move on. You can sense that there is something deeply wrong with the world, and set off to find out what. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 A pair of boots made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ On-Hit 6 mind Damage +3% mind Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +6% mind Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +8.0% Attack Speed 125% On-crit, radius 2 +5 mind On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +6% darkness Spell save +6 (+2 eff.) A hat made of leather. Very stylish. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) Damage +6% mind On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +3% acid Spell save +6 (+2 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Hail +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% mind When Hit 2 mind defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invis +5 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% physical Accuracy +5 (+2 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% light Unlife -20.00 life Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 75%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 96%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -295 life. The duration and life will increase by 1% for every 1% life you have lost (currently 295 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 17 Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (74% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 651% for 10 turns (46 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 23 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate this Taint on an enemy to cause them to forget their own skills. This places up to 1 of their talents on cooldown for 3-5 turns. This also puts one of your own talents on cooldown for 2-4 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 132% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Damage Against +19% Unnatural While equipped: Stats +5 Wil offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +32% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 143% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +10% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 132% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 light Damage Against +12% Undead Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Psionic Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 17% chance to reduce all saves and defense by 24 While equipped: Stats +5 Cun +2 Wil Massive two-handed swords. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: Stats +1 Mag +3 Wil offense ------ Spellpower +5 (+2 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +25% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 light Damage Against +7% Undead On-Hit, radius 1 +9 fire Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +8 (+3 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+2 eff.) other ------- Equi when Hit +0.90 Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +15.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +4 mind On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) When Hit 6 mind defense ------ Resistance +3% darkness Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +4 (+2 eff.) other ------- Equi when Hit +1.20 Talents +1 Attune Mindstar 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. |
bright steel ritual blade of crippling (96% power, 6 apr) bright steel ritual blade of crippling (96% power, 6 apr)1.0 Encumbrance T2 ritual blade 1H weapon [Ego] Arcane/Master Weapon Damage 96% Range: 1.0x-1.3x Uses 45% Mag, 45% Dex Damage Physical Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +6 Critical Rate +4.0% Attack Speed 100% Damage Conversion 10% light On Crit: * cripple the target While equipped: offense ------ Physical Crit +5.0% Spell Crit +4% Damage +10% light other ------- Light +1 Infravision -1 Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 102% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +18% fire other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 114% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: offense ------ On-Hit 6 lightning When Hit 3 lightning defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Str offense ------ Physical Power +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +1 Mag offense ------ Spellpower +6 (+2 eff.) Damage +7% arcane Ignore resists +7% all Accuracy +6 (+2 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +10 fire While equipped: offense ------ Physical Crit +2.0% Damage +10% fire Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Normal] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Arcane/Master Weapon Damage 132% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 21 On-ranged-hit +20 blight +11 temporal +4 arcane On-Hit, radius 1 +16 light On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +14 Fatigue +8% Resistance +11% cold +3% light +3% temporal Life Regen +2.00 Teleport Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +47.00 Life Regen +2.10 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +5 (+1 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +34.00 Life Regen +4.40 Healmod +12% A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% lightning +12% nature +10% blight A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +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. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +1.0% Damage +3% arcane defense ------ Armor +7 Unlife -20.00 life other ------- Stamina/turn +0.30 Max stamina +10.00 Max vim +30.00 Infravision +1 Rush: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+4 eff.) Damage +10% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.1x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Damage Conversion 100% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 fire Damage +3% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +17 (+5 eff.) Damage +3% nature +3% physical defense ------ Armor +2 Fatigue +3% Resistance +3% acid +6% temporal +6% mind Unarmed combat: Weapon Damage 127% Range: 1.0x-1.4x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +1 (+0 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag offense ------ Damage +6% light Ignore resists +5% darkness +10% light defense ------ Armor +3 Fatigue +3% other ------- Light +1 See Invis +6 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 74.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +4 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+3 eff.) Life +40.00 Healmod +13% other ------- Light +3 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 164 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 150 fire damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Nerowyn the Wight Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 05:13 see stats
By Nerowyn the Wight Adventurer level 9
1st Mirth 122nd year of Ascendancy at 15:22 see stats
By Nerowyn the Wight Adventurer level 10
5th Mirth 122nd year of Ascendancy at 14:28 see stats
By Nerowyn the Wight Adventurer level 13
42nd Haze 122nd year of Ascendancy at 19:28 see stats
Log
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Nerowyn's spell attains critical power!
Nerowyn spins fate.
Nerowyn weaves fate.
Nerowyn's stars align.