Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bastion 1.5.10A complete rework for Bulwark. Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Exponential Leveling 1.7.4Exponential 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
Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. ZOmnibus Addon Pack 1.7.4Combines 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: No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Inferno Race Pack 1.7.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Possessor Bonus Class 1.7.4Donators/Buyers bonus! Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Select your Escorts 1.7.0Allows 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. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Better Item Description 1.7.4This 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 Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Troll |
Class | Bulwark |
Level / Exp | 26 / 40% |
Size | gargantuan |
Lifes / Deaths | Killed by Layunor the elven tempest at level 26 on the 46th Haze 122nd year of Ascendancy at 09:36 / 2Killed by Layunor the elven tempest at level 26 on the 46th Haze 122nd year of Ascendancy at 09:45 |
Primary Stats
Strength | 126 (base 57) |
Dexterity | 70 (base 57) |
Constitution | 67 (base 57) |
Magic | 59 (base 57) |
Willpower | 72 (base 57) |
Cunning | 81 (base 57) |
Resources
Psi | 0/407 |
Life | -108/1340 |
Positive | 105/125 |
Stamina | 330/340 |
Paradox | 312 |
Healing Factor | 1.4135014349578 |
Regeneration | 76.425062847328 |
Speed
Mental | -1.7763568394003E-12% |
Attack | 0% |
Movement | 0% |
Spell | +10% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 80.558895358024 |
See Invisible | 81.558895358024 |
Offense: Mainhand
Damage | 226 |
Accuracy | 78 |
Crit Chance | 73% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 155 |
Accuracy | 78 |
Crit Chance | 75% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 25% |
Speed | 0.90909090909091 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Fire | +17% |
Temporal | +33% |
All | 0% |
Physical | +41% |
Mind | +12% |
Nature | +36% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +10% |
Light | +15% |
Temporal | +20% |
Blight | +5% |
Physical | +20% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 30.000000000001 (69.687909656376%) |
Defense | 83 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 67.9 |
Spell Save | 68.8 |
Mental Save | 64 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 53%( 70%) |
All | + 33%( 70%) |
Lightning | + 54%( 70%) |
Light | + 35%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 70%( 70%) |
Mind | + 37%( 70%) |
Fire | + 16%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Teleport Resistance | 40% |
Confusion Resistance | 72% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 50% |
Disarm Resistance | 46% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (91% 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%. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Projection | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Manifold | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Shield tactics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Troll | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Wolfmire. Escort: lone alchemist (level 3 of Wolfmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Isylrassra the venom drake hatchling. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Wolfmire. Escort: lost warrior (level 2 of Wolfmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 5.0 T5 greatmaul 1H weapon [Random Unique] Nature/Master Power 201% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 fire +17 nature +4 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +35.0% Crit.mult +21.00% Res.pen +15% light Apr +17 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Max.psi +20.00 Massive two-handed mauls. |
Quiver | ![]() 3.0 T1 arrow ammo [Ego] Arcane Power 142% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +9 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +1 Dex dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 nature Dmg.mod +6% nature Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +5% nature Die.at -40.00 life HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +10 (+3 eff.) Phasing +10% ----- def ----- Resists +3% cold Spell.save +3 (+0 eff.) Mind.save +5 (+1 eff.) ---------- misc Mana/turn +0.08 Light +3 See.Stealth +6 See.Invis +7 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 | ![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. The set is complete. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+2 eff.) Spell.spd +10% Dmg.mod +10% physical +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +25 Confus- +40% ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Wil +3 Cun dps ---------- Phys.crit +4.0% Crit.mult +10.00% Acc +30 (+7 eff.) ----- def ----- Armour +5 Fatigue +4% ---------- misc Equi/ret +0.24 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. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire +12% mind +10% nature Res.pen +10% darkness +5% blight Melee Ret 2 blight ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +15% blight +8% physical +11% nature Mind.save +12 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: dps ---------- On Hit (Melee): * 9% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 6% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +14% acid +15% fire +14% lightning +10% cold Phys.save +5 (+0 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% fire Res.pen +15% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Str +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +3% temporal ----- def ----- Resists +5% arcane Mind.save +8 (+2 eff.) Confus- +12% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mace 1H weapon [Rare] Master Power 181% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Acc +13 (+3 eff.) ----- def ----- Defense +44 (+9 eff.) HP.reg +4.00 Disarm- +46% Stun/Frz- +20% Teleport- +20% ---------- misc Psi/ret +0.20 Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +8% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +5% arcane +1% physical Phys.save +9 (+1 eff.) Mind.save +10 (+3 eff.) Heal.mod +5% Confus- +20% Teleport- +20% A belt that goes around your waist. |
In off hand | Oathblade (151% power, 1 apr) Oathblade (151% power, 1 apr)3.0 T2 longsword 1H weapon [Unique] Nature/Master Power 151% Range: 1.4x Uses 40% Wil, 30% Dex, 20% Mag 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +5.0% Atk.spd 100% Block +21 Dmg.conv 16% light While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Dmg.mod +11% physical ----- def ----- Resists +3% light +6% mind ---------- misc Stam/ret +0.80 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 41% chance to parry attacks, reducing damage taken by up to 25% and deal 218% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. The set is complete. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 1.2 Pwr.cost 50 out of 5/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
Potion of Sustenance Potion of Sustenance0.0 potion [Unique] Drink the potion. An opaque vial of fluid. Judging from the notes you found with it, it should be of help further on in the ruins. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 34.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 39% faster, and you are invisible (power 22). 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 spell talent. |
Bloodfire Whorl Bloodfire Whorl0.1 T2 amulet jewelry [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 Melee Ret 9 fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Res.Cap +2% all Phys.save +11 (+1 eff.) ---------- misc Talents +1 Inner Flame Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by -4.89%, Fire Affinity by -3.11%, and Fire Damage by -5.70%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Fatigue -5% Resists +14% temporal +6% light +6% fire +5% arcane +3% darkness HP.reg +2.00 Pinning- +22% Knockbk- +26% ---------- misc Masteries +0.17 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Melee Ret 5 arcane 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +3% acid Die.at -80.00 life ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: This seems to glitch out every so often. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 151% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 151% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +22 (+7 eff.) S.pwr/crit +8 Dmg.mod +20% light ----- def ----- HP.reg +1.20 Heal.mod +19% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 71.10 to 85.32 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 163% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +13% Crit.mult +17.00% Spell.pwr +23 (+7 eff.) Dmg.mod +18% acid +30% temporal ----- def ----- Defense +13 (+3 eff.) Resists +15% blight HP.reg +1.50 Heal.mod +21% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 79.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane Power 162% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind Against +20% Horror +20% Demon On Hit.r1 +12 temporal On Crit.r2 +20 acid On Hit: * 25% chance to afflict the target with a Burn, causing 188 Fire damage over 5 turns. On Crit: * Strike your target with a blast of Arcane energy dealing 131 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +31.00% Mind.pwr +14 (+4 eff.) Dmg.mod +3% acid +20% fire Res.pen +12% mind ----- def ----- Resists +12% acid +9% lightning Massive two-handed battleaxes. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 149% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego++] Arcane Power 140% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Against +6% Vermin +5% Spiderkin On Hit: * Create an explosion dealing 90 lightning damage (1/turn) On Crit: * Strike your target with a blast of Fire dealing 140 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: dps ---------- Crit.mult +11.00% Dmg.mod +7% lightning Res.pen +6% lightning Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 142% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Disrupt Power 139% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 140% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 arcane On Hit.r1 +6 physical While equipped: dps ---------- Res.pen +6% arcane ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 164% Range: 1.4x Uses 60% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+1 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 165% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 nature On Hit.r1 +9 blight While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +24% arcane Res.pen +9% blight ----- def ----- Crit.chn- 17.30% Spell.save +21 (+2 eff.) Pinning- +23% Stun/Frz- +23% ---------- misc Mana/turn +0.12 Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego++] Arcane Power 140% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +5% Undead On Hit: * Create an explosion dealing 90 fire damage (1/turn) On Crit: * On a Crit, strike your target with a blast of Light dealing 185 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 46 for the duration. While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +7% fire Res.pen +7% fire Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master/Psionic Power 167% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +7% physical Acc +16 (+4 eff.) Apr +6 Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 140% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +6% Undead One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 151% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 175% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 23% chance to reduce armor by 36% While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +12% acid +6% physical +12% nature +17% temporal Die.at -92.26 life Silence- +20% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 165% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +24.00% Apr +11 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 99% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +16.00% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +4 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 109% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +16 mind On Crit.r2 +12 light On Hit: * 23% chance to slow global speed by 70% While equipped: Stats +8 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Res.pen +25% light Melee Ret 8 light ----- def ----- Mind.save +16 (+4 eff.) Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Max.psi +42.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +7 Cun +5 Con dps ---------- Mind.crit +10% Mind.pwr +14 (+4 eff.) Melee+ 15 lightning Dmg.mod +25% mind +11% lightning Res.pen +14% lightning ----- def ----- Resists +20% lightning ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Nature/Master Power 124% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 nature While equipped: Stats +5 Cun dps ---------- Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Power 124% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +29 lightning +19 cold Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +10 (+3 eff.) Mov.spd +25% Res.pen +10% lightning +7% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 shot ammo [Ego+] Arcane Power 146% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 On Hit: * Create an explosion dealing 99 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 171% Range: 1.2x Uses 50% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 149% Range: 1.4x Uses 40% Wil, 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 137% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 173% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 200% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +242 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * 20% chance to use Warden's Vigor and lower the cooldown of up to 3 random talent(s). This effect has a 20 turn cooldown. ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +8 lightning +5 temporal +7 darkness +7 fire +6 nature +5 blight +6 cold +8 arcane +6 light Talents +1 Ward +1 Block Cooldown Block -1 Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +13% acid +14% physical +17% fire +15% cold ----- def ----- Resists +13% acid +14% physical +14% fire +15% cold +11% all Mind.save +23 (+6 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 16 arcane 15 physical Melee Ret 11 arcane 13 physical ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% arcane +16% physical A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: Stats +7 Dex +7 Mag ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Spell.save +15 (+1 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Dex dps ---------- Melee+ 17 lightning 14 blight Res.pen +25% light +10% darkness Melee Ret 13 lightning 15 blight ----- def ----- Armour +8 Defense +30 (+6 eff.) Fatigue +8% Resists +20% lightning +8% physical +12% light +22% blight Phys.save +33 (+2 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning +6% cold Res.pen +10% nature Melee Ret 4 nature ----- def ----- Mind.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +4 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +16% Summoned Spell.save +6 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% mind +9% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 41 ----- def ----- Resists +6% acid Phys.save +5 (+0 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Defense +7 (+2 eff.) Resists +9% light Phys.save +7 (+1 eff.) Disease- +10% Pinning- +10% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravenscale Boots (4 def, 1 armour) Ravenscale Boots (4 def, 1 armour)2.0 T2 feet armor [Unique] Nature/Master While equipped: Stats +5 Cun +1 Con dps ---------- Res.pen +6% nature +5% darkness ----- def ----- Armour +1 Defense +4 (+1 eff.) Fatigue +2% Resists +5% lightning +5% temporal Phys.save +14 (+1 eff.) Mind.save +10 (+3 eff.) Sudden Assault: Level 1.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Mag +4 Con ----- def ----- Armour +3 Fatigue -3% Resists +3% fire Phys.save +6 (+0 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +9% acid HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +12% physical ----- def ----- Armour +12 Fatigue +4% Resists +13% acid +13% fire +13% lightning +12% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 4 arcane 3 lightning Dmg.mod +2% lightning +3% physical +2% arcane Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Mind.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 3 acid 4 light Dmg.mod +2% acid +2% light Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Spell.save +5 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Melee+ 14 fire Dmg.mod +10% fire ----- def ----- Armour +3 Fatigue +5% Resists +24% lightning +22% fire +6% arcane +23% nature Confus- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +6% acid +6% arcane +6% nature +6% fire +6% cold +11% mind +8% lightning Melee Ret 4 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% cold +13% mind +3% nature Phys.save +7 (+1 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.psi +13.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+1 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.64 mind and 22.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 6.16 mind and 5.50 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 9.70 mind and 8.66 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +29% nature +29% acid Melee Ret 12 acid ----- def ----- Armour +3 Defense +25 (+5 eff.) Fatigue +3% Phys.save +18 (+1 eff.) ---------- misc Max.stam +34.60 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 T1 black gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Defense +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Armour +10 Item imbue powers: Armour +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Resists +30% lightning Item imbue powers: Resists +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 red gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Spell.spd +10% Item imbue powers: Spell.spd +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Heal.mod +20% Item imbue powers: Heal.mod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 black gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Resists +5% all Item imbue powers: Resists +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem Reqs Gem related talents [Normal] Power 124% Range: 1.1x Uses 40% Wil Dmg Physical While equipped: Defense +16 (+3 eff.) Phys.save +16 (+1 eff.) Spell.save +16 (+1 eff.) Mind.save +16 (+4 eff.) Item imbue powers: Defense +16 (+3 eff.) Phys.save +16 (+1 eff.) Spell.save +16 (+1 eff.) Mind.save +16 (+4 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+1 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 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 17 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 20% 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. |
DeWolve Bandolier DeWolve Bandolier2.0 T2 misc tool [Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +7% acid +7% fire +5% nature ---------- misc Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 166.2 Fire damage, 133.0 Acid damage that corrodes armor, or 207.8 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% fire +24% light +18% mind Res.pen +20% mind Melee Ret 10 mind ---------- misc Max.psi +20.00 Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bool the Troll Bulwark level 24
27th Haze 122nd year of Ascendancy at 06:47 see stats
By Bool the Troll Bulwark level 18
50th Dusk 122nd year of Ascendancy at 20:13 see stats
By Bool the Troll Bulwark level 20
22nd Haze 122nd year of Ascendancy at 04:02 see stats
By Bool the Troll Bulwark level 23
24th Haze 122nd year of Ascendancy at 22:41 see stats
By Bool the Troll Bulwark level 10
7th Flare 122nd year of Ascendancy at 20:49 see stats
By Bool the Troll Bulwark level 20
22nd Haze 122nd year of Ascendancy at 01:12 see stats
By Bool the Troll Bulwark level 17
30th Dusk 122nd year of Ascendancy at 14:37 see stats
By Bool the Troll Bulwark level 12
4th Dusk 122nd year of Ascendancy at 03:40 see stats
By Bool the Troll Bulwark level 6
2nd Flare 122nd year of Ascendancy at 01:28 see stats
By Bool the Troll Bulwark level 25
45th Haze 122nd year of Ascendancy at 20:18 see stats
By Bool the Troll Bulwark level 25
46th Haze 122nd year of Ascendancy at 01:10 see stats
By Bool the Troll Bulwark level 19
77th Dusk 122nd year of Ascendancy at 06:00 see stats
By Bool the Troll Bulwark level 26
46th Haze 122nd year of Ascendancy at 09:36 see stats
Log
Bool uses Scent.
Bool speeds up.
Talent used by Bool
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Layunor the elven tempest uses Shield Slam.
Bool parries the blow, reducing the damage by 45.2, and retaliates with a blast of light against the attacker!
Bool parries the blow, reducing the damage by 22.2, and retaliates with a blast of light against the attacker!
Layunor the elven tempest performs a melee critical strike against Bool!
Bool parries the blow, reducing the damage by 37.1, and retaliates with a blast of light against the attacker!
Bool mentally dismisses some damage!
Bool converts some damage to Psi!
Layunor the elven tempest hits Bool for 0 to psi, 89 physical, 0 to psi, 66 physical, 0 to psi, 111 physical, (9 dismissed), 9 mind, 44 cold (320 total damage).
Greater Weapon Focus from Layunor the elven tempest hits Bool for 0 to psi, 135 physical (136 total damage).
Melee retaliation hits Layunor the elven tempest for (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical, (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical, (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical, (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical (0 total damage).
Bool hits Layunor the elven tempest for (54 blocked), 0 light, (27 blocked), 0 light, (45 blocked), 0 light (0 total damage).
Bool converts some damage to Psi!
Bool mentally dismisses some damage!
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Layunor the elven tempest for (47 blocked), 0 acid (0 total damage).
Wretchling's acid area effect hits Bool for (10 dismissed), 0 to psi, 10 acid (10 total damage).
Layunor the elven tempest uses Shield Slam.
Bool converts some damage to Psi!
Layunor the elven tempest hits Bool for 96 physical, 0 to psi, 86 physical (182 total damage).
Melee retaliation hits Layunor the elven tempest for (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical, (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical, (3 blocked), 0 lightning, (8 blocked), 0 temporal, (19 blocked), 0 light, (2 blocked), 0 blight, (22 blocked), 0 physical (0 total damage).
Bool the level 26 troll bulwark was stabbed to death by Layunor the elven tempest on level 3 of Dark crypt.
Layunor the elven tempest prepares for the next kill!
Talent used by Bool
Talent used by Bool
Talent used by Bool