











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.1.4 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
Automatic Notes 1.3.2 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official 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 17.8.2 (1.7.4)Combines 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: Showing Items Tier in Inventory 1.1.0 (1.7.2)This 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 Forbidden Cults 1.0.12 (1.7.4)Official 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.
Items Vault 1.7.6Donators/Buyers bonus! Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Gunsnixed Lite 1.0.0 (1.7.0)Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Class+Race Pack 1.1.2 (1.7.4)Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Select your Escorts 2.3.1 (1.7.0)Allows 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. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Tinker Tinkering 1.7.2 (1.7.0)A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Harbinger |
Level / Exp | 30 / 74% |
Size | big |
Lifes / Deaths | Killed by skeleton master archer at level 30 on the 11st Pyre 123rd year of Ascendancy at 12:18 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 30) |
Dexterity | 39 (base 10) |
Constitution | 42 (base 10) |
Magic | 18 (base 10) |
Willpower | 73 (base 60) |
Cunning | 67 (base 42) |
Resources
Life | -66/1007 |
Steam | 100/100 |
Equilibrium | 52 |
Psi | 154/163 |
Healing Factor | 1.7804629649785 |
Regeneration | 12.014485415672 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +66.5115906557% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 2 |
See Stealth | 6 |
Offense: Mainhand
Damage | 78 |
Accuracy | 63 |
Crit Chance | 36% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 63 |
Crit Chance | 34% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +12% |
Nature | +5% |
Cold | +18% |
Mind | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +5% |
Fire | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 10 (53.292302510663%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 47 |
Mental Save | 60 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 45%( 73%) |
All | + 16%( 70%) |
Lightning | + 45%( 73%) |
Light | + 26%( 70%) |
Physical | + 23%( 73%) |
Mind | + 31%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 71%( 73%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Confusion Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Silence Resistance | 30% |
Bleed Resistance | 50% |
Teleport Resistance | 100% |
Disarm Resistance | 80% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Supercell | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 51. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +6 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Phys.save +38 (+11 eff.) Spell.save +9 (+3 eff.) Mind.save +28 (+7 eff.) Max.HP +46.00 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +0.70 Hate/m.crit +2.00 Max.hate +8.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% mind +15% nature Melee Ret 2 mind 6 nature ----- def ----- Max.HP +42.00 ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Light +6 See.Stealth +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +10 Dex +2 Cun dps ---------- Mind.crit +8% ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness Silence- +30% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 139.9 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +80% ---------- misc Talents +3 Iron Grip Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% acid +9% blight +3% lightning +5% arcane +6% mind Spell.save +15 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Dex +8 Mag +3 Cun +4 Con dps ---------- Melee+ 13 physical Ranged+ 12 physical Dmg.mod +6% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 31 On Hit (Ranged): * 13% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.5 - 18.2 Nature Uses 49% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% Against +21% Undead +21% Demon +21% Horror While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Heal.mod +17% Heal/summ +18 ---------- misc 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Fatigue -12% Resists +12% light ---------- misc Max.enc +30 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 4.5 - 5.0 Nature Uses 49% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +17 Crit +3.0% Atk.spd 100% Against +21% Undead +9% Unnatural +21% Demon +21% Horror On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +24% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Die.at -50.00 life Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +18% cold Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +16% darkness +6% fire +11% blight +27% cold +11% mind +13% all Phys.save +17 (+6 eff.) Spell.save +16 (+5 eff.) Mind.save +28 (+7 eff.) Max.HP +72.00 HP.reg +3.90 Heal.mod +19% ---------- misc Stam/turn +2.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 99%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 85%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
![]() 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 mental and physical 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Str ----- def ----- Armour +2 Resists +11% fire +12% cold Die.at -60.00 life ---------- misc Stam/turn +1.00 Infravis +1 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% acid +6% temporal Res.pen +10% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Armour +12 Resists +6% cold +2% physical Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +13 Dex +4 Wil ---------- misc See.Invis +12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +3% blight +15% cold +5% arcane +6% lightning Spell.save +18 (+6 eff.) Blind- +22% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +5% physical Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +6% Dmg.mod +12% lightning +13% cold ----- def ----- Resists +6% lightning +26% cold ---------- misc Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% acid Res.pen +10% fire On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 59% ----- def ----- Resists +5% arcane Phys.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Wil +3 Mag dps ---------- Dmg.mod +6% darkness +6% cold On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +3% cold Max.HP +29.00 Disarm- +34% Pinning- +32% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee Ret 4 acid ----- def ----- Armour +8 Fatigue -5% Resists +6% mind +3% cold Max.HP +40.00 Blind- +35% Poison- +20% ---------- misc Max.enc +23 Infravis +5 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) Dmg.mod +15% acid +28% darkness +15% lightning Res.pen +15% acid +15% cold +15% light ----- def ----- Resists +6% light +9% cold ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery +0.10 Wild-gift/Supercell +0.10 Wild-gift/Cyclone Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.10 Wild-gift/Supercell +0.15 Psionic/Charged mastery +0.10 Wild-gift/Thunder Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 4 physical Dmg.mod +5% lightning +7% fire +4% physical +10% cold Res.pen +9% physical ----- def ----- Resists +8% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +11% acid +14% cold ----- def ----- Resists +7% blight +21% cold +16% acid +9% all Max.HP +45.00 HP.reg +1.50 Heal.mod +14% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +25% fire On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% temporal +26% fire +3% cold Spell.save +9 (+3 eff.) A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +6% Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +16 (+5 eff.) ----- def ----- Armour +9 Fatigue +22% Resists +13% lightning Metallic A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +4 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Cun +3 Con dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +25% mind Melee Ret 10 blight ----- def ----- Anom.red +16 Max.HP +98.00 ---------- misc Equi/ret +0.08 Hate/m.crit +5.00 Max.mana +60.00 Max.stam +49.00 Max.hate +16.00 Max.psi +32.00 Max.vim +32.00 Max.P.En +32.00 Max.N.En +30.00 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Defense +7 (+2 eff.) Resists +9% lightning Phys.save +6 (+2 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +1 (+0 eff.) Resists +9% blight +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Mag +1 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane Max.HP +44.00 Stun/Frz- +20% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Dmg.mod +12% fire Res.pen +10% lightning +10% fire Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +2 (+0 eff.) Resists +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +2 Cun +8 Lck dps ---------- Mind.crit +6% Crit.mult +10.00% Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Armour +3 Resists +6% darkness Mind.save +18 (+4 eff.) Stealth +11 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Resists +3% acid Crit.chn- 15.00% Phys.save +6 (+2 eff.) Die.at -40.00 life Max.HP +40.00 ---------- misc Max.enc +21 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +5 Cun dps ---------- Spell.crit +2% Dmg.mod +27% lightning Melee Ret 10 mind ----- def ----- Armour +4 Fatigue +3% Resists +12% darkness ---------- misc Mana/turn +0.22 Equi/ret +0.12 Max.mana +40.00 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +4 Fatigue -4% Phys.save +9 (+3 eff.) ---------- misc Max.enc +22 Size +1 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 4.5 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 83.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 145.93 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +9% physical Apr +1 ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +1% Resists +6% lightning Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +2 Dex +4 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Set Up 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Fatigue +3% Resists +12% acid +3% cold +9% light Mind.save +7 (+2 eff.) Max.HP +49.00 HP.reg +2.80 Disarm- +31% ---------- misc Stam/turn +0.60 Psi/turn +0.16 Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 On Hit: 10% Battle Shout 3 On Hit: 10% Second Wind 1 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Fatigue +1% Heal.mod +15% Silence- +10% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +7 Fatigue +5% Resists +3% lightning +3% blight Phys.save +10 (+4 eff.) Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +5 Fatigue +5% Resists +6% cold +5% fire +3% temporal Max.HP +20.00 Stun/Frz- +20% Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +3% light +9% darkness +5% arcane Metallic Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 139.9 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% lightning +3% fire +3% nature +6% darkness Max.HP +44.00 ---------- 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +5% darkness ----- def ----- Phys.save +6 (+2 eff.) Max.HP +60.00 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 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 [Rare] Master While equipped: Stats +5 Str +1 Dex +1 Con dps ---------- Apr +5 ----- def ----- Resists +6% lightning +3% cold ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +79 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 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. |
![]() 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 T2 totem charm [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Crit.mult +20.00% ----- def ----- Die.at -60.00 life Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Resists +6% mind Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% blight Res.pen +20% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +9% mind Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 770 Base Damage: 325 Armor: 27 All Resist: 24 Puts all charms on 25 cooldown 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Adurciare the Krog Harbinger level 27
50th Regrowth 123rd year of Ascendancy at 21:16 see stats
By Adurciare the Krog Harbinger level 23
26th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Adurciare the Krog Harbinger level 19
3rd Decay 122nd year of Ascendancy at 11:34 see stats
By Adurciare the Krog Harbinger level 20
3rd Regrowth 123rd year of Ascendancy at 20:15 see stats
By Adurciare the Krog Harbinger level 29
68th Regrowth 123rd year of Ascendancy at 21:20 see stats
By Adurciare the Krog Harbinger level 28
58th Regrowth 123rd year of Ascendancy at 02:53 see stats
By Adurciare the Krog Harbinger level 10
6th Haze 122nd year of Ascendancy at 09:26 see stats
By Adurciare the Krog Harbinger level 20
2nd Regrowth 123rd year of Ascendancy at 11:53 see stats
By Adurciare the Krog Harbinger level 30
4th Pyre 123rd year of Ascendancy at 22:58 see stats
By Adurciare the Krog Harbinger level 19
73rd Haze 122nd year of Ascendancy at 10:45 see stats
By Adurciare the Krog Harbinger level 27
57th Regrowth 123rd year of Ascendancy at 21:56 see stats
By Adurciare the Krog Harbinger level 9
10th Mirth 122nd year of Ascendancy at 09:18 see stats
By Adurciare the Krog Harbinger level 22
15th Regrowth 123rd year of Ascendancy at 12:08 see stats
By Adurciare the Krog Harbinger level 16
58th Haze 122nd year of Ascendancy at 16:30 see stats
Log
Skeleton master archer's Shoot hits Adurciare for 58 physical, 2 lightning (61 total damage).
Zubiwe the netherworm mass casts Black Ice.
Adurciare shrugs off the effect 'Black Ice'!
Talent Antimagic Shield is ready to use.
Zubiwe the netherworm mass leeches life from Adurciare!
Adurciare hits Armoured skeleton warrior for (18 absorbed), 0 physical (0 total damage).
Adurciare hits Skeleton master archer for (36 absorbed), 0 physical (0 total damage).
Adurciare hits Zubiwe the netherworm mass for 80 healing, 21 physical (21 total damage) [80 healing].
Adurciare hits Armoured skeleton warrior for (26 absorbed), 0 physical (0 total damage).
Zubiwe the netherworm mass hits Adurciare for 70 cold damage.
Adurciare loses sight!
Something leeches life from Adurciare!
Adurciare hits Something for 73 healing, 27 healing (0 total damage) [100 healing].
Zubiwe the netherworm mass hits Adurciare for 64 darkness damage.
Hymn of Perseverance hits Adurciare for 23 darkness damage.
Adurciare activates Antimagic Shield.
Adurciare is no longer attuned.
Talent Vortex is ready to use.
Adurciare attunes to the damage.
Adurciare has temporarily forgotten Create Tinker for 2 turns!
Something performs a melee critical strike against Adurciare!
Adurciare evades Something.
Adurciare hits Something for 17 physical damage.
Adurciare hits Something for (22 absorbed), 0 physical (0 total damage).
Adurciare hits Something for (15 absorbed), 0 physical (0 total damage).
Adurciare hits Something for (30 absorbed), 0 physical (0 total damage).
Something hits Adurciare for 81 physical, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (3 antimagic), 0 fire, 35 physical, (5 antimagic), 0 acid, (6 antimagic), 0 acid, (4 antimagic), 0 fire (117 total damage).
Something hits Adurciare for 63 physical damage.
Adurciare the level 30 krog harbinger was crushed to death by a skeleton master archer on level 1 of Camuruidur.