Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possession type unlock 1.5.8Removes the creature type limit of Possession. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows 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. Experience Controller 1.5.5
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:
---
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 Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Items Vault 1.5.0Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Forbidden Cults 1.5.9Official 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.
Infinite Cat Points 1.4.0One Cat Point per level. Class: Astromancer 1.5.0A 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 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Maj'Eyal Yeti |
Class | Wyrmic |
Level / Exp | 87 / 62% |
Size | huge |
Lifes / Deaths | Killed by Yvedhetha the bandit at level 75 on the 77th Pyre 122nd year of Ascendancy at 06:35 / 6Killed by Arille the thief at level 75 on the 77th Pyre 122nd year of Ascendancy at 07:17 Killed by Porytta the poison ooze at level 76 on the 77th Pyre 122nd year of Ascendancy at 08:36 Killed by Iviwen the bandit at level 79 on the 77th Pyre 122nd year of Ascendancy at 11:29 Killed by Iviwen the bandit at level 79 on the 77th Pyre 122nd year of Ascendancy at 12:48 Killed by Iviwen the bandit at level 80 on the 77th Pyre 122nd year of Ascendancy at 14:27 |
Primary Stats
Strength | 192 (base 91) |
Dexterity | 125 (base 91) |
Constitution | 127 (base 91) |
Magic | 135 (base 91) |
Willpower | 176 (base 91) |
Cunning | 185 (base 91) |
Resources
Insanity | 100/100 |
Equilibrium | 45 |
Life | 6714/6796 |
Stamina | 905/905 |
Soul | 10/10 |
Healing Factor | 2.3361636747041 |
Regeneration | 64.684306837699 |
Speed
Mental | +38.09009057318% |
Attack | +38.09009057318% |
Movement | +49% |
Spell | +7.35% |
Global | +184.98351527921% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 29.443834912358 |
Offense: Mainhand
Damage | 512 |
Accuracy | 93 |
Crit Chance | 166% |
APR | 19 |
Speed | 0.65 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 100% |
Speed | 0.93153237074988 |
Offense: Mind
Mindpower | 127 |
Crit Chance | 100% |
Speed | 0.72416492439771 |
Offense: Damage Bonus
Acid | +45% |
Blight | +17% |
Arcane | +14% |
Mind | +14% |
All | +5% |
Lightning | +39% |
Light | +21% |
Physical | +62% |
Cold | +34% |
Darkness | +28% |
Fire | +58% |
Nature | +37% |
Offense: Damage Penetration
Acid | +59% |
Blight | +20% |
Arcane | +15% |
Cold | +59% |
Lightning | +59% |
Light | +15% |
Physical | +59% |
Mind | +20% |
Darkness | +8% |
Fire | +116% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 187.89060072048 (92%) |
Defense | 64 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 103 |
Mental Save | 123 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 38%( 70%) |
Mind | + 35%( 70%) |
All | + 27%( 70%) |
Lightning | + 61%( 70%) |
Light | + 54%( 70%) |
Physical | + 61%( 70%) |
Cold | + 70%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 70%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Instadeath Resistance | 100% |
Knockback Resistance | 85% |
Disarm Resistance | 61% |
Poison Resistance | 14% |
Blind Resistance | 66% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Demented / Scourge drake | 3.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Undead drake | 4.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat veteran | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Cold drake aspect | 4.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Two-handed assault | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 3.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Venom drake aspect | 3.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Chants | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Call of the wild | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Race / Yeti | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Conditioning | 0.80 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Meditation |
talent | Wild Growth |
talent | Raze |
talent | Icy Skin |
talent | Elemental Harmony |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | Increases maximum life and stamina by 11%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
detrimental effect | On death will restore to the source up to 22 times the vim's worth. Bleak Outcome |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | Increases global speed by 60%. Elemental Harmony |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | Fireshine (13 def, 7 armour) Fireshine (13 def, 7 armour)2.0 T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +7 Dex +3 Mag +3 Wil +3 Cun +4 Con +6 Lck dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +6% physical Apr +5 ----- def ----- Armour +7 Defense +13 (+3 eff.) Fatigue -5% Resists +9% fire Phys.save +7 (+1 eff.) Mind.save +20 (+3 eff.) Stealth +7 Heal/summ +10 ---------- misc Max.enc +25 Psi/ret +0.16 Max.psi +20.00 Infravis +2 Size +1 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
On hands | iron gauntlets 'Soothue' (0 def, 9 armour) iron gauntlets 'Soothue' (0 def, 9 armour)1.5 T1 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +6 Wil +3 Cun +6 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +9% Crit.mult +7.00% Phys.pwr +8 (+1 eff.) Melee+ 7 lightning Dmg.mod +5% lightning +6% darkness ----- def ----- Armour +9 Resists +6% lightning Mind.save +47 (+7 eff.) Max.HP +96.00 HP.reg +4.00 Disarm- +51% ---------- misc Stam/turn +1.30 Psi/turn +0.16 Equi/ret +0.04 Max.stam +16.00 Masteries +0.40 Technique/Grappling Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Acc +9 Apr +3 Crit +8.0% Atk.spd 83% Melee+ +8 darkness +4 mind On Crit.r2 +7 lightning +16 mind On Hit: 20% Disarm 1 On Hit: 10% Lightning Breath 1 On Hit: 10% Slumber 1 On Hit: 20% Battle Shout 1 On Hit: 10% Second Wind 1 On Crit: 20% Cripple 1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Lisyldabeth the hardened leather cap (16 def, 22 armour) Lisyldabeth the hardened leather cap (16 def, 22 armour)2.0 T3 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Str +4 Dex +15 Wil +16 Cun +9 Con dps ---------- Mind.pwr +15 (+2 eff.) Dmg.mod +9% physical Res.pen +10% blight Apr +7 ----- def ----- Armour +22 Defense +16 (+4 eff.) Rng.Def +9 (+2 eff.) Fatigue +3% Resists +10% blight +10% darkness +5% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +22 (+3 eff.) ---------- misc Stam/turn +0.60 Max.stam +15.00 Light +2 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 29 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Mayidawe the Lustrerot Mayidawe the Lustrerot0.1 T1 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +2 Str +16 Mag +10 Wil +11 Cun +8 Con dps ---------- Phys.pwr +22 (+3 eff.) Spell.pwr +36 (+6 eff.) Mind.pwr +8 (+1 eff.) Melee+ 8 bleed Ranged+ 9 bleed Dmg.mod +11% acid +5% all Res.pen +15% light On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Resists +36% acid +14% fire +14% lightning +13% cold Phys.save +30 (+6 eff.) Spell.save +12 (+2 eff.) Max.HP +40.00 ---------- misc Hate/m.crit +2.00 Max.stam +31.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | Pyreburst Pyreburst0.1 T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +17 Dex +13 Wil +24 Cun dps ---------- Mind.pwr +7 (+1 eff.) Melee+ 9 bleed Ranged+ 9 bleed Dmg.mod +24% fire +9% arcane +9% darkness Res.pen +32% fire Acc +20 (+4 eff.) On Hit (Melee): * 12% chance to cause random gloom * 38% chance to inflict 15% damage reduction On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Resists +7% blight +30% fire +7% nature +6% arcane Mind.save +16 (+2 eff.) Poison- +14% Disease- +14% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around waist | Islywen Islywen1.0 T1 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +8 Mag +10 Wil +4 Cun dps ---------- Phys.crit +11.0% Spell.crit +9% Mind.crit +7% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Spell.pwr +8 (+1 eff.) S.pwr/crit +4 Dmg.mod +12% blight Res.pen +15% arcane +10% blight Phasing +30% ----- def ----- Armour +7 Defense +7 (+2 eff.) Resists +7% light +7% darkness Phys.save +13 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +21 (+3 eff.) Max.HP +48.00 ---------- misc Mana/turn +0.08 Max.mana +80.00 A belt that goes around your waist. |
Main armor | Mayorana the Blazehunger (35 def, 30 armour) Mayorana the Blazehunger (35 def, 30 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +10 Mag +10 Wil +12 Cun dps ---------- Phys.crit +10.0% Spell.crit +12% Mind.crit +10% Phys.pwr +24 (+3 eff.) Spell.pwr +33 (+6 eff.) Mind.pwr +25 (+3 eff.) Melee+ 69 acid 66 fire Res.pen +25% fire Melee Ret 48 acid 48 fire ----- def ----- Armour +30 Defense +35 (+9 eff.) Fatigue +16% Resists +119% acid +89% fire +10% arcane +19% lightning Spell.save +31 (+6 eff.) Mind.save +50 (+7 eff.) Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Max.vim +10.00 A suit of armour made of mail. |
In main hand | Breezebraid (47.5-71.25 power, 2 apr) Breezebraid (47.5-71.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 47.5 - 71.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% Melee+ +38 insidious poison +16 blight +8 nature On Hit.r1 +16 mind +8 nature On Hit: 10% Epidemic 2 On Hit: * 40% chance to cause random gloom * 16% chance to disease * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing * cripple the target While equipped: Stats +6 Str +3 Dex +2 Wil dps ---------- Phys.crit +25.0% Phys.pwr +13 (+2 eff.) Dmg.mod +9% mind +13% physical Res.pen +25% nature Acc +26 (+5 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Disease- +22% ---------- misc Stam/ret +2.00 Massive two-handed battleaxes. |
Cloak | Blazeusher (7 def, 4 armour) Blazeusher (7 def, 4 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Dex +7 Mag +10 Wil +6 Cun +5 Con dps ---------- Spell.crit +5% Mind.crit +5% Dmg.mod +8% darkness +6% light Res.pen +8% darkness +20% mind Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +7 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +12% darkness +12% mind Phys.save +14 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Stealth +9 Max.HP +103.00 Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (198 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
vision rune (radius 17; dur 26; see humanoid) vision rune (radius 17; dur 26; see humanoid)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any humanoid around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
surging elven-wood starstaff of warding (25-30 power, 5 apr, darkness element) surging elven-wood starstaff of warding (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +10 Dmg.mod +25% darkness ----- def ----- Armour +8 Defense +8 (+2 eff.) ---------- misc Wards +2 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of power (30-36 power, 6 apr, fire element) lifebinding dragonbone magestaff of power (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +41 (+7 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +2.00 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Whirlwind (10-15 power, 1 apr) Whirlwind (10-15 power, 1 apr)3.0 T1 battleaxe 2H weapon [Unique] Arcane/Nature Power 10.0 - 15.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
iron battleaxe (13-19.5 power, 1 apr) iron battleaxe (13-19.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
stralite greatmaul 'Unrukor' (60-90 power, 3 apr) stralite greatmaul 'Unrukor' (60-90 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 60.0 - 90.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 acid +30 mind On Hit.r1 +24 fire On Hit: * 77% chance to cause random gloom On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing * cripple the target * splashes the target with acid While equipped: Stats +16 Str +2 Dex +9 Wil +9 Cun dps ---------- Phys.crit +35.0% Phys.pwr +19 (+2 eff.) Dmg.mod +60% physical Res.pen +38% physical Acc +62 (+11 eff.) Apr +30 ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) ---------- misc Stam/turn +0.60 Stam/ret +6.00 Massive two-handed mauls. |
Barygen the Sparkjeer (28.5-45.6 power, 1 apr) Barygen the Sparkjeer (28.5-45.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Nature/Master Power 28.5 - 45.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +28 insidious poison +12 temporal +12 nature On Hit: * 16% chance to corrode armour by 30% * Slows global speed by 20% * 49% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing * cripple the target While equipped: Stats +3 Dex dps ---------- Phys.crit +20.0% Phys.pwr +10 (+1 eff.) Dmg.mod +20% physical Res.pen +10% acid +20% physical Acc +10 (+2 eff.) Apr +20 On Hit (Melee): * 37% chance to daze at end of turn ----- def ----- Defense +10 (+3 eff.) Fatigue -10% HP.reg +1.26 Disarm- +36% ---------- misc Infravis +3 Massive two-handed swords. |
Sunsting (35-56 power, 2 apr) Sunsting (35-56 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 35.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 acid +14 darkness +21 blight +12 light Against +16% Living On Hit.r1 +4 light On Crit.r2 +12 mind On Hit: * 21% chance to disease * Random elemental explosion On Crit: * cripple the target * splashes the target with acid While equipped: Stats +5 Str dps ---------- Phys.crit +26.0% Crit.mult +20.00% Dmg.mod +12% physical Res.pen +16% acid +10% light +16% fire +14% cold +16% lightning Acc +12 (+2 eff.) Apr +13 On Hit (Melee): * 34% chance to blind ----- def ----- Mind.save +9 (+1 eff.) ---------- misc Stam/ret +2.00 Max.psi +10.00 Light +1 Massive two-handed swords. |
blazebringer's stralite greatsword (46-73.6 power, 3 apr) blazebringer's stralite greatsword (46-73.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 46.0 - 73.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +20 fire While equipped: dps ---------- All.spd +7% Res.pen +17% fire Massive two-handed swords. |
truestriking iron longsword (11.5-16.1 power, 2 apr) truestriking iron longsword (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+1 eff.) Apr +7 Sharp, long, and deadly. |
thunderous steel longsword of evisceration (17.5-24.5 power, 3 apr) thunderous steel longsword of evisceration (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 17.5 - 24.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 17% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +3 Cun +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +9 (+1 eff.) Res.pen +9% lightning Sharp, long, and deadly. |
caustic steel dagger of erosion (12.5-16.25 power, 6 apr) caustic steel dagger of erosion (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.5 - 16.3 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +9 temporal On Hit: * 14% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +8% acid ----- def ----- HP.reg +2.00 Sharp, short and deadly. |
Mydunasta the Prismpain (50-65 power, 9 apr) Mydunasta the Prismpain (50-65 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 50.0 - 65.0 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 darkness Against +16% Living On Crit.r2 +19 ice +12 light On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing While equipped: dps ---------- Phys.crit +20.0% Crit.mult +12.00% Phys.pwr +12 (+2 eff.) Dmg.mod +15% light +24% physical Res.pen +15% fire +34% physical +12% cold Acc +24 (+4 eff.) Apr +46 ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +9% cold Disarm- +38% Stun/Frz- +10% Knockbk- +10% ---------- misc Light +2 Sharp, short and deadly. |
Sootnull the voratun dagger (40-52 power, 9 apr) Sootnull the voratun dagger (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.0 - 52.0 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 acid +40 blight +48 cold On Hit.r1 +12 acid On Hit: 10% Epidemic 5 On Hit: * 48% chance to inflict 15% damage reduction * 40% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 35 bleeding, 87% reduced healing * wounds the target for 7 turns: 35 bleeding, 87% reduced healing While equipped: dps ---------- Phys.crit +18.0% Phys.pwr +24 (+3 eff.) Res.pen +19% acid +18% fire +13% lightning +14% cold ----- def ----- Resists +9% darkness +9% acid Disease- +22% Sharp, short and deadly. |
dreamer's vined mindstar of sand (5-5.5 power, 18 apr, nature damage) dreamer's vined mindstar of sand (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Power 5.0 - 5.5 Nature Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% physical Res.pen +11% physical Melee Ret 11 physical ----- def ----- Resists +13% mind +6% physical Mind.save +6 (+1 eff.) ---------- misc Max.psi +26.00 Burrow: (Instant) Puts all charms on 30 cooldown Level 1.3 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 33 of target armor and 17% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
deflecting steel steamsaw of ruin (13.5-20.25 power, 8 apr) deflecting steel steamsaw of ruin (13.5-20.25 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 13.5 - 20.3 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Crit.mult +14.00% Apr +9 ----- def ----- Armour +3 Defense +13 (+3 eff.) Fatigue +6% Proj.evade +10% ---------- misc 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! |
plaguebringer's pouch of steel shots of accuracy (16/16, 19.5-23.4 power, 2 apr) plaguebringer's pouch of steel shots of accuracy (16/16, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +12 Apr +2 Crit +4.5% Capacity 16 Ranged+ +11 blight On Hit: 10% Epidemic 2 On Hit: * 11% chance to disease Shots are used with slings to pummel your foes to death. |
icy iron shield of resistance (4 def, 2 armour, 9.5-11.4 power, 19.5 block) icy iron shield of resistance (4 def, 2 armour, 9.5-11.4 power, 19.5 block)7.0 T1 shield armor [Ego+] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 Melee+ +12 cold While equipped: dps ---------- Melee+ 6 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
coruscating voratun shield of radiance (12 def, 3 armour, 69.5-83.4 power, 204.5 block) coruscating voratun shield of radiance (12 def, 3 armour, 69.5-83.4 power, 204.5 block)7.0 T5 shield armor [Ego++] Arcane When used to Attack: Power 69.5 - 83.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +204 Melee+ +20 light +20 fire While equipped: Stats +6 Str +6 Mag +7 Con dps ---------- Melee Ret 40 fire On Melee Ret: * 40% chance to blind ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +19% light +20% fire ---------- misc Talents +5 Block Handheld deflection devices. |
deflecting voratun shield of earthen fury (25 def, 16 armour, 74-88.8 power, 200 block) deflecting voratun shield of earthen fury (25 def, 16 armour, 74-88.8 power, 200 block)7.0 T5 shield armor [Ego+] Nature/Master When used to Attack: Power 74.0 - 88.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +200 On Hit: * deal bonus physical damage equal to your armor While equipped: ----- def ----- Armour +16 Hardiness +10% Defense +25 (+6 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +20% physical Proj.evade +19% ---------- misc Talents +5 Block Handheld deflection devices. |
tormentor's silk robe of Angolwen (3 def, 0 armour) tormentor's silk robe of Angolwen (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +9 Cun dps ---------- Crit.mult +18.00% Spell.pwr +17 (+3 eff.) S.pwr/crit +6 ----- def ----- Defense +3 (+1 eff.) Silence- +44% ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
volcanic rough leather armour of command (8 def, 14 armour) volcanic rough leather armour of command (8 def, 14 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +6% Resists +12% fire +14% physical Mind.save +13 (+2 eff.) A suit of armour made of leather. |
iron mail armour 'Earthimmortal' (11 def, 13 armour) iron mail armour 'Earthimmortal' (11 def, 13 armour)14.0 T1 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +3 Dex +5 Wil +5 Cun +6 Con dps ---------- Res.pen +20% fire Melee Ret 12 nature 8 physical ----- def ----- Armour +13 Defense +11 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +7% Resists +18% lightning +6% physical +18% fire Phys.save +30 (+6 eff.) Mind.save +13 (+2 eff.) Max.HP +135.00 HP.reg +1.60 Heal.mod +23% ---------- misc Max.stam +15.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of implacability (3 def, 16 armour) rejuvenating dwarven-steel mail armour of implacability (3 def, 16 armour)14.0 T3 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +9% Phys.save +11 (+2 eff.) HP.reg +4.30 ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
fortifying voratun mail armour of implacability (5 def, 20 armour) fortifying voratun mail armour of implacability (5 def, 20 armour)14.0 T5 heavy armor [Ego++] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +6% Phys.save +15 (+3 eff.) Max.HP +93.00 A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 16 armour) radiant voratun mail armour of the deep (5 def, 16 armour)14.0 T5 heavy armor [Ego++] Nature While equipped: Stats +6 Wil dps ---------- Melee Ret 14 light ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +16% Resists +13% acid +13% cold +29% darkness +29% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
voratun mail armour 'Ivissra' (5 def, 52 armour) voratun mail armour 'Ivissra' (5 def, 52 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Wil dps ---------- Spell.crit +6% S.pwr/crit +13 Dmg.mod +3% acid Res.pen +10% blight Melee Ret 14 light 12 arcane ----- def ----- Armour +52 Defense +5 (+1 eff.) Fatigue -1% Resists +43% lightning +38% physical +50% darkness +30% blight +13% cold +35% fire +19% acid Phys.save +51 (+10 eff.) Max.HP +60.00 ---------- misc Mana/s.crit +4.00 Light +4 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant iron plate armour of cold resistance (3 def, 7 armour) radiant iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +14% blight +18% cold +14% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
rejuvenating iron plate armour of lightning resistance (3 def, 7 armour) rejuvenating iron plate armour of lightning resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% lightning HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
impenetrable steel plate armour of cold resistance (4 def, 20 armour) impenetrable steel plate armour of cold resistance (4 def, 20 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +22% Resists +21% cold A suit of armour made of metal plates. |
pair of rough leather boots of spellbinding (0 def, 1 armour) pair of rough leather boots of spellbinding (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
grounding pair of hardened leather boots of rushing (0 def, 3 armour) grounding pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +11% temporal Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
pair of iron boots 'Splendourspitter' (4 def, 9 armour) pair of iron boots 'Splendourspitter' (4 def, 9 armour)3.0 T1 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +9 Dex +11 Cun +2 Con dps ---------- Spell.pwr +4 (+0 eff.) Dmg.mod +6% light +6% fire Res.pen +15% acid +10% light Melee Ret 12 fire ----- def ----- Armour +9 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +2% Resists +12% acid +6% fire +24% light Phys.save +27 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +27 (+4 eff.) HP.reg +2.30 Heal.mod +13% ---------- misc Light +2 Infravis +2 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Haruneg the Gleambrawn (7 def, 4 armour) Haruneg the Gleambrawn (7 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Str +10 Mag +8 Wil +12 Con dps ---------- Spell.crit +3% Mov.spd +20% Res.pen +10% light Melee Ret 12 arcane ----- def ----- Armour +4 Defense +7 (+2 eff.) Rng.Def +7 (+2 eff.) Fatigue -4% Resists +10% fire +10% cold Phys.save +21 (+4 eff.) Spell.save +11 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Max.enc +38 Mana/turn +0.24 Max.vim +30.00 Telepathy Demon/Minor Demon/Major Blink to a nearby random location (rad 35) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 10.5 - 14.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of the iron hand (0 def, 2 armour) storm dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T3 hands armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Melee+ 7 lightning Dmg.mod +8% lightning ----- def ----- Armour +2 Resists +8% lightning Disarm- +36% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 20.5 - 28.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +11 lightning On Hit: 10% Disarm 3 On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Glama (1 def, 7 armour) Glama (1 def, 7 armour)2.0 T1 head armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +1 Mag +18 Wil +10 Cun dps ---------- Spell.crit +6% Phys.pwr +10 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +12% acid +6% blight Apr +2 ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +18% acid Shield.pwr +7% Phys.save +14 (+2 eff.) Die.at -20.00 life HP.reg +2.40 ---------- misc Mana/turn +0.31 Equi/ret +1.20 Psi/ret +1.20 Hate/ret +1.20 Max.stam +15.00 A pointy cloth hat, very wizardly... |
Jetqueller the iron helm (0 def, 3 armour) Jetqueller the iron helm (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +10 Dex +5 Wil +3 Cun dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +15% nature +9% darkness Melee Ret 6 physical On Hit (Melee): * 15% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +16% temporal +38% darkness +7% cold +7% fire Mind.save +7 (+1 eff.) ---------- misc Stam/ret +1.20 Equi/ret +1.20 Light +2 Infravis +7 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 623.2 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voruna Voruna1.0 T5 wardstone armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +10 Wil +9 Cun dps ---------- Crit.mult +5.00% Spell.pwr +2 (+0 eff.) S.pwr/crit +2 Dmg.mod +6% temporal +39% fire Res.pen +20% arcane Melee Ret 8 arcane On Hit (Melee): * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) Resists +50% lightning +56% physical +32% light +35% darkness +15% nature +89% fire +67% mind +30% acid Dmg.red +5 all D.Red.from +24% Horror Spell.save +15 (+3 eff.) Proj.slow +30% ---------- misc Psi/turn +2.90 Equi/turn -1.00 Max.psi +60.00 Max.P.En +25.00 Max.N.En +46.00 See.Stealth +16 Wards +8 lightning +10 physical +5 light +5 darkness +3 nature +18 fire +12 mind +5 acid Talents +27 Ward Equilibrium regeneration: -1.00 Reduced minimum equilibrium: -24.00 Handheld warding devices |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
426 alchemist agate 426 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By rage the Maj'Eyal Yeti Wyrmic level 84
77th Pyre 122nd year of Ascendancy at 18:47 see stats
By rage the Maj'Eyal Yeti Wyrmic level 10
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 20
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 30
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 40
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 50
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 74
74th Pyre 122nd year of Ascendancy at 20:13 see stats
By rage the Maj'Eyal Yeti Wyrmic level 74
74th Pyre 122nd year of Ascendancy at 14:48 see stats
By rage the Maj'Eyal Yeti Wyrmic level 85
77th Pyre 122nd year of Ascendancy at 20:42 see stats
By rage the Maj'Eyal Yeti Wyrmic level 37
74th Pyre 122nd year of Ascendancy at 11:14 see stats
By rage the Maj'Eyal Yeti Wyrmic level 19
74th Pyre 122nd year of Ascendancy at 11:14 see stats
Log
Rage's spell attains critical power!
Rage's spell attains critical power!
Rage's spell attains critical power!
Rage counters the attack!
Arawen the dremling uses Bleeding Edge.
Arawen the dremling performs a melee critical strike against rage!
Rage's spell attains critical power!
Rage's spell attains critical power!
Rage's spell attains critical power!
Arawen the dremling performs a melee critical strike against rage!
Rage shrugs off the effect 'Deep Wound'!
Arawen the dremling hits rage for 8 physical, 2 acid, 2 fire, 2 cold, 2 lightning, 5 fire, 3 physical, 2 acid, 2 fire, 2 cold, 2 lightning, 20 lightning, 9 physical, 2 acid, 2 fire, 2 cold, 2 lightning, 5 fire, 3 physical, 2 acid, 2 fire, 2 cold, 2 lightning, 17 physical, (2 shifted), 0 acid, 2 fire, 2 cold, 2 lightning, 5 fire, 4 physical, 2 acid, 2 fire, 2 cold, 2 lightning, 18 cold (139 total damage).
rage hits Arawen the dremling for 18 acid, 67 cold, 27 fire, 27 acid, 44 cold, 29 fire, 26 acid, 32 cold, 40 fire, 28 acid, 59 cold, 41 fire, 28 acid, 33 cold, 35 fire, 34 acid, 44 cold, 56 fire (668 total damage).
rage receives 227 healing.
Raze hits Arawen the dremling for 23 darkness, 17 darkness, 17 darkness, 16 darkness, 21 darkness, 19 darkness, 18 darkness, 19 darkness, 17 darkness, 21 darkness, 13 darkness, 13 darkness, 23 darkness, 15 darkness, 16 darkness (268 total damage).
Arawen the dremling is not crippled anymore.
Bleeding from Rage hits Arawen the dremling for 1 physical damage.
Ice wall hits Arawen the dremling for 32 cold damage.
Ice wall hits Arawen the dremling for 35 cold damage.
Insidious Poison from Rage hits Arawen the dremling for 2 nature damage.
Rage is less impervious to physical effects.
Rage deactivates Elemental Harmony.
Rage deactivates Icy Skin.
Rage deactivates Raze.
Rage deactivates Wild Growth.
Rage meditates on nature.
Rage stops regenerating health quickly.
Rage is no longer surging arcane power.
Rage deactivates Daunting Presence.