Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. 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. 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. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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 1.4.4Adds 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
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! 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.
Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. 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. Proper Possession 1.5.0
Frequently Asked Questions: 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: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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. 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! 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Inferno Race Pack 1.4.0Adds a collection of my races. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. 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. 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. 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. Infinite Cat Points 1.4.0One Cat Point per level. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.5.2Content 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 Exploration |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Cultist of Entropy |
Level / Exp | 27 / 24% |
Size | medium |
Lifes / Deaths | Killed by Glyba the white worm mass at level 7 on the 74th Pyre 122nd year of Ascendancy at 19:09 / 1 |
Primary Stats
Strength | 51 (base 46) |
Dexterity | 45 (base 46) |
Constitution | 52 (base 46) |
Magic | 57 (base 46) |
Willpower | 48 (base 46) |
Cunning | 52 (base 46) |
Resources
Life | 8499/8506 |
Insanity | 99/100 |
Healing Factor | 1.3337837837838 |
Regeneration | 350.58506756757 |
Speed
Mental | +26% |
Attack | +26% |
Movement | -24% |
Spell | +26% |
Global | +126% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
See Stealth | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 28 |
Accuracy | 34 |
Crit Chance | 65% |
APR | 15 |
Speed | 0.79 |
Offense: Spell
Spellpower | 159 |
Crit Chance | 63% |
Speed | 0.79365079365079 |
Offense: Mind
Mindpower | 158 |
Crit Chance | 60% |
Speed | 0.79365079365079 |
Offense: Damage Bonus
Light | +36% |
Mind | +33% |
Blight | +33% |
Arcane | +45% |
Fire | +39% |
All | +30% |
Offense: Damage Penetration
Light | +10% |
Temporal | +10% |
Arcane | +14% |
Fire | +5% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 94.956062694657 (30%) |
Defense | 60 |
Ranged Defense | 61 |
Fatigue | 5 |
Physical Save | 47 |
Spell Save | 54 |
Mental Save | 50 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 5%( 70%) |
All | 0%( 70%) |
Light | + 12%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Fire | + 12%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 10% |
Inscriptions (2/3)
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 22.24 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: 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. |
Class Talents
Demented / Oblivion | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Void | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Chronophage | 2.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Nether | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Rift | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Timethief | 2.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Entropy | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Demented / Calamity | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 2.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Demented / Doom | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Revelation |
talent | Chaos Orbs |
talent | Void Stars |
talent | Twofold Curse |
talent | Grand Oration |
talent | Atrophy |
detrimental effect | The target is wasting away from entropic forces, taking 38 damage per turn. Entropic Wasting |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
beneficial effect | 10 stacks, +30% to all damage dealt. Chaos Orbs |
beneficial effect | The target has 30 increased saves and defense, 20% increased critical chance, and 18% chance to avoid all damage. 10 Jinx |
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. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Islath (13 def, 7 armour) Islath (13 def, 7 armour)2.0 T1 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +7 Defense +13 (+3 eff.) Fatigue -1% Resists +1% physical Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Infravis +1 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- 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. |
On head | Drogatir the Noonwrest (1 def, 2 armour) Drogatir the Noonwrest (1 def, 2 armour)2.0 T1 head armor [Random Unique] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +6% light Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Light +2 Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 12 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 120.21 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
On fingers | Urthiyadan the copper ring Urthiyadan the copper ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% physical Acc +9 (+5 eff.) Apr +10 ----- def ----- Defense +8 (+2 eff.) Resists +6% nature +6% blight Phys.save +3 (+1 eff.) Die.at -60.00 life Heal.mod +5% Poison- +13% Disease- +12% ---------- misc Stam/turn +0.40 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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 130% 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. Rings can have magical properties. |
On fingers | Ring of Insight Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
Around waist | rough leather belt 'Silossra' rough leather belt 'Silossra'1.0 T1 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Resists +6% nature +5% arcane Phys.save +6 (+2 eff.) Spell.save +20 (+6 eff.) Mind.save +19 (+6 eff.) Max.HP +48.00 Confus- +5% A belt that goes around your waist. |
In main hand | Gleamedge the iron ritual blade (9-11.7 power, 5 apr) Gleamedge the iron ritual blade (9-11.7 power, 5 apr)1.0 T1 ritual blade 1H weapon [Random Unique] Arcane Power 9.0 - 11.7 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% Dmg.conv 10% fire On Crit: * curse the target reducing their resistances by a third of your spellpower, for 4 turns While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +9% fire Res.pen +14% arcane Melee Ret 12 blight On Hit (Melee): * 15% chance to blind ----- def ----- Resists +12% light On Spell Hit: 10% Manathrust 2 Sharp, short and deadly. |
On hands | psychic's rough leather gloves of magic (+2) (0 def, 1 armour) psychic's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 7 mind Dmg.mod +3% mind +3% arcane ----- def ----- Armour +1 Resists +5% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | rough leather armour 'Brandtrial' (1 def, 2 armour) rough leather armour 'Brandtrial' (1 def, 2 armour)9.0 T1 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Res.pen +5% fire +10% temporal Melee Ret 8 fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +9% temporal +6% fire HP.reg +2.60 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Cloak | Hulafang (1 def, 0 armour) Hulafang (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +3 Wil +2 Con dps ---------- Spell.crit +1% Crit.mult +5.00% Dmg.mod +3% blight +12% arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Voltaic Pendant Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 41.32 to 123.96 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
healing infusion of the duelist (heal 144) healing infusion of the duelist (heal 144)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (389% speed; 6 turns) movement infusion (389% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 389% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (79% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 14; power 34; dur 4) phase door rune of the warrior (range 14; power 34; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (79% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (76 acid damage; disarm 5 turns with power 45) acid wave rune of the psychic (76 acid damage; disarm 5 turns with power 45)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 76.23 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 45 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Huradogar Huradogar0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid Acc +9 (+5 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +29% acid +3% temporal +6% light Confus- +15% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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 130% 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. Rings can have magical properties. |
Bolar (10-12 power, 2 apr, cold element) Bolar (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Phasing +30% While equipped: Stats +1 Dex +2 Mag +2 Wil dps ---------- Phys.crit +1.0% Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +10% cold Acc +8 (+4 eff.) ----- def ----- Resists +3% physical Phys.save +20 (+6 eff.) ---------- misc Max.mana +18.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 6) dealing 14.84 to 17.80 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Silasewyn the elm vilestaff (10-12 power, 2 apr, darkness element) Silasewyn the elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Random Unique] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +1% Crit.mult +23.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness On Hit (Melee): * 20% chance to disease ----- def ----- Phys.save +3 (+1 eff.) Disarm- +5% Pinning- +15% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff (10-12 power, 2 apr, acid element) elm bonestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of blood (20-24 power, 4 apr, darkness element) yew vilestaff of blood (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 draining blight While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness ----- def ----- HP.leech%% +7% HP.leech +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword of massacre (48-76.8 power, 2 apr) dwarven-steel greatsword of massacre (48-76.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
stralite greatsword of erosion (50.5-80.8 power, 3 apr) stralite greatsword of erosion (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 nature +17 temporal Massive two-handed swords. |
hateful steel waraxe (12-16.8 power, 3 apr) hateful steel waraxe (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 darkness Against +7% Living One-handed war axes. |
arcing dwarven-steel waraxe of daylight (19-26.6 power, 4 apr) arcing dwarven-steel waraxe of daylight (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 lightning +7 light Against +9% Undead On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
balanced dwarven-steel waraxe of massacre (28.5-39.9 power, 4 apr) balanced dwarven-steel waraxe of massacre (28.5-39.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +23% One-handed war axes. |
thunderous dwarven-steel waraxe (19.5-27.3 power, 4 apr) thunderous dwarven-steel waraxe (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 13% chance to daze at end of turn While equipped: Stats +1 Str +2 Dex +1 Mag +1 Wil +2 Cun +2 Con dps ---------- Res.pen +10% lightning One-handed war axes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Blazetickler the thorny mindstar (8-8.8 power, 24 apr, nature damage) Blazetickler the thorny mindstar (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature This natural mindstar summons a caller. This harmonious mindstar will complement other natural mindstars. Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +16 lightning While equipped: Stats +1 Cun dps ---------- Mind.crit +7% Mind.pwr +15 (+1 eff.) Dmg.mod +4% nature +6% lightning Res.pen +5% nature ----- def ----- Resists +7% nature ---------- misc Equi/ret +1.10 Psi/ret +0.12 Hate/m.crit +2.00 Masteries +0.10 Wild-gift/Harmony 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. |
Samitodig the Sparktaint (8.5-9.35 power, 24 apr, mind damage) Samitodig the Sparktaint (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic The natural wyrm seeks an element. This mindstar absorbs psionic energy that needs to be projected. Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 lightning +8 blight While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Crit.mult +5.00% Mind.pwr +11 (+1 eff.) S.pwr/crit +2 Dmg.mod +9% lightning Res.pen +10% lightning Melee Ret 5 lightning 4 physical 5 fire 5 acid 4 cold ----- def ----- Resists +14% lightning +5% physical +15% cold +15% fire +7% acid ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
gifted thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage) gifted thorny mindstar of life (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+1 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar (9.5-10.45 power, 24 apr, nature damage) horrifying thorny mindstar (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +4% mind +4% darkness Melee Ret 4 mind 4 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron steamgun of fire iron steamgun of fire4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal steel steamgun fungal steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of life draining mighty steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +12 draining blight Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +9% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of yew arrows of accuracy (23/23, 32.5-45.5 power, 10 apr) quiver of yew arrows of accuracy (23/23, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +14 Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
flaming pouch of iron shots of daylight (16/18, 14-16.8 power, 1 apr) flaming pouch of iron shots of daylight (16/18, 14-16.8 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Ranged+ +8 light Against +7% Undead On Hit.r1 +11 fire Shots are used with slings to pummel your foes to death. |
pouch of steel shots of paradox (17/17, 21-25.2 power, 2 apr) pouch of steel shots of paradox (17/17, 21-25.2 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
deflecting dwarven-steel shield (14 def, 2 armour, 78 block) deflecting dwarven-steel shield (14 def, 2 armour, 78 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +14 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Proj.evade +6% ---------- misc Talents +3 Block Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe 'Blackwasp' (2 def, 0 armour) cashmere robe 'Blackwasp' (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +5% physical +3% darkness +15% blight +9% temporal +9% all Res.pen +10% blight +5% temporal +5% darkness +8% physical ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +6% darkness +17% blight +8% fire +8% cold +6% light Phys.save +13 (+4 eff.) Spell.save +28 (+8 eff.) Mind.save +15 (+5 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of protection (5 def, 2 armour) focusing cashmere robe of protection (5 def, 2 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +6 Wil ----- def ----- Armour +2 Defense +5 (+1 eff.) Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.14 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+19%) (2 def, 0 armour) mindwoven cashmere robe of nature (+19%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+0 eff.) Dmg.mod +13% nature ----- def ----- Defense +2 (+0 eff.) Resists +19% nature Mind.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of protection (5 def, 3 armour) mindwoven silk robe of protection (5 def, 3 armour)2.0 T4 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+0 eff.) ----- def ----- Armour +3 Defense +5 (+1 eff.) Phys.save +22 (+7 eff.) Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of Eyal (2 def, 4 armour) cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +56.00 HP.reg +1.40 Heal.mod +14% A suit of armour made of leather. |
blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+2 eff.) Stealth +6 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +32.00 A belt that goes around your waist. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +5% lightning +6% temporal Phys.save +5 (+1 eff.) A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- 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. |
Isluta the cashmere cloak (2 def, 0 armour) Isluta the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: Stats +1 Dex +1 Mag +4 Wil +2 Cun dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+0 eff.) Fatigue -2% Resists +13% nature +15% blight Phys.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life Max.HP +45.00 HP.reg +1.30 Heal.mod +16% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
corrosive dwarven-steel gauntlets (0 def, 2 armour) corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +7% acid Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A cap made of leather. |
insulating iron helm of dexterity (+3) (0 def, 3 armour) insulating iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 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. |
3 citrine 3 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. |
2 zircon 2 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. |
77 alchemist agate 77 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism 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 324/400 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 bull the Maj'Eyal Whitehoof Cultist of Entropy level 7
74th Pyre 122nd year of Ascendancy at 14:59 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 20
78th Pyre 122nd year of Ascendancy at 09:58 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 10
74th Pyre 122nd year of Ascendancy at 21:02 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 20
78th Pyre 122nd year of Ascendancy at 09:58 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 22
78th Pyre 122nd year of Ascendancy at 10:42 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 4
74th Pyre 122nd year of Ascendancy at 12:00 see stats
By bull the Maj'Eyal Whitehoof Cultist of Entropy level 2
74th Pyre 122nd year of Ascendancy at 11:44 see stats
Log
bull performs a melee critical strike against Bethomira the dredge!
Welcome to level 27 [Bull].
Bull has 184 stat point(s), 76 class talent point(s), 51 generic talent point(s), 25 category point(s) to spend. Press p to use them.
bull hits Bethomira the dredge for 3 fire, 22 physical (26 total damage).
bull killed Bethomira the dredge!
Bull loses 8 health to the entropy.
Bull stops wasting away.
Bull speeds up.
Bethomira the dredge's tainted ichor area effect hits bull for 17 blight damage.
Bull picks up (r.): Samitodig the Sparktaint (8.5-9.35 power, 24 apr, mind damage).
Bull picks up (d.): phase door rune of the warrior (range 14; power 34; dur 4).
Bull picks up (y.): flaming pouch of iron shots of daylight (16/18, 14-16.8 power, 1 apr).
Bull picks up (H.): grounding rough leather belt of resilience.
Bull picks up (M.): stabilizing rough leather cap (0 def, 1 armour).
Bull picks up (J.): linen cloak of battle (1 def, 0 armour).
Bull picks up (G.): cured leather armour of Eyal (2 def, 4 armour).
Bull picks up (A.): deflecting dwarven-steel shield (14 def, 2 armour, 78 block).
Bull picks up (w.): fungal steel steamgun.
Bull loses 8 health to the entropy.
Bull deactivates Twofold Curse.
Bull deactivates Void Stars.
Bull deactivates Jinxed Touch.
Bull is not stunned anymore.
Bull deactivates Atrophy.
Bull deactivates Revelation.
Bull deactivates Grand Oration.
Bull deactivates Chaos Orbs.