Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. 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. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: More goods in store 1.7.0Make usual stores sell more goods. Also make staff stores except the ANGOLWEN staff store sell non-arcane staff only to find one-handed staff quickly. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe. * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns. * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy. * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents. * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies. * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes. * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot. * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies. * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents. * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
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 Cheaper Mastery 1.6.4Lowers cost for mastery upgrades to half a category point, making mastery upgrades a much better option than they are now. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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. Showing Items Tier in Inventory 1.7.2This 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 Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Nocturne 1.7.4Adds the Nocturne, a Darkness-based Doomed evolution. The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees: Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes. Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] White Monk 1.7.6Adds 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. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- 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 Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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: โข 'Always Viligant' always stops running when a hostile creature is seen via telepathy. โข 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. โข Compatible with ToME v1.6.0 Notes: โข 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. 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:
WorldEater Class Addon 1.5.1During the Allure Wars, the ogre race went through several experimental attempts at improving them even further. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Allow Respec Anywhere 1.2.3Class: 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. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Inferno Race Pack 1.7.0Adds a collection of my races. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Unliving Weapon |
Class | Artificer |
Level / Exp | 11 / 66% |
Size | medium |
Lifes / Deaths | Killed by Necromancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:23 0 / 5Killed by thief at level 8 on the 1st Haze 122nd year of Ascendancy at 01:19 Killed by disarming trap at level 8 on the 1st Haze 122nd year of Ascendancy at 20:41 Killed by disarming trap at level 8 on the 1st Haze 122nd year of Ascendancy at 23:41 Killed by Xerena the Thug at level 11 on the 10th Haze 122nd year of Ascendancy at 15:09 |
Primary Stats
Strength | 30 (base 11) |
Dexterity | 22 (base 11) |
Constitution | 56 (base 32) |
Magic | 19 (base 11) |
Willpower | 25 (base 11) |
Cunning | 44 (base 36) |
Resources
Life | -46/431 |
Steam | 100/100 |
Healing Factor | 1.725355670795 |
Regeneration | 8.2132439938501 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
See Stealth | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 21 |
Accuracy | 40 |
Crit Chance | 21% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 5 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Cold | +11% |
Light | +20% |
Offense: Damage Penetration
Light | +10% |
Lightning | +7% |
Fire | +7% |
Acid | +7% |
Defense: Base
Armour (hardiness) | 21.118138619369 (56.297102139833%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 28 |
Physical Save | 34 |
Spell Save | 25 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 79%) |
Blight | + 32%( 79%) |
Arcane | -10%( 79%) |
Cold | + 42%( 79%) |
All | 0%( 79%) |
Lightning | + 17%( 79%) |
Light | + 30%( 79%) |
Temporal | + 10%( 79%) |
Darkness | + 17%( 79%) |
Fire | + 17%( 79%) |
Nature | + 10%( 79%) |
Defense: Immunities
Pinning Resistance | 41% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Magnetism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Armorsmithing | 1.50 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Unliving weapon | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by Carnonn. Escort: lost tinker (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +11.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Golden Touch (0 def, 0 armour) Golden Touch (0 def, 0 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Damage (Melee): 10 light Changes stats: +20 Lck Changes resistances penetration: +10% light Changes damage: +10% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. There are those to whom the right touch comes naturally and unthinkingly. With a wave of their hand, or the tiniest nudge of a finger, all falls neatly into order, as though it were always meant to be so. The rest of us may don these golden fae-woven silk gloves. |
Tool | iron torque of gale force [power 100] (15 cooldown) iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
On fingers | Churek ChurekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% acid / +22% cold / +6% darkness Changes damage: +11% cold Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
Around neck | stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
In main hand | iron waraxe (14-20 power, 3 apr) iron waraxe (14-20 power, 3 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.8% Attack speed: 100% Crafted by: Carnonn One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | magnetizing shocking steel shield (0 def, 4 armour, 22-26 power, 44.5 block) magnetizing shocking steel shield (0 def, 4 armour, 22-26 power, 44.5 block)Requires: - Shield usage training - Cunning 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.0 - 26.4 Uses stat: 100% Cun Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.1% Block value: +44 On weapon hit: * Magnetizes the target for 3 turns, reducing their defense and increasing their fatigue by 100 Damage (Melee): +5 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 9 lightning Damage when hit (Melee): 2 lightning Talents granted: +1 Control Polarity +1 Block This weapon pulls in magnetized targets in radius 10 each turn unless they resist It can be used to Fires a ball of lightning at a target in range 10, dealing 126 lightning damage and magnetizing them for 5 turns, reducing their defense and increasing their fatigue by 100 Activation costs 15 power out of 11/15. Augment level: 4.5 Crafted by: Carnonn Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | radiant steel mail armour of Eyal (2 def, 6 armour) radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +12% blight / +11% darkness Life regen: +1.00 Maximum life: +25.00 Light radius: +1 Healing mod.: +11% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (res 12%; magical; dur 5; cd 12)wild infusion of the psychic (res 12%; magical; dur 5; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (--)biting gale rune of the warrior (--) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (--) biting gale rune of the wizard (--)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the warrior (range 9; power 27; dur 3)phase door rune of the warrior (range 9; power 27; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32 power, 10 apr)Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% lightning / +5% temporal Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Extradimensional Hat (0 def, 0 armour)Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
exposing voratun shield of reflection (0 def, 10 armour, 68-81 power, 193.5 block) exposing voratun shield of reflection (0 def, 10 armour, 68-81 power, 193.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Cun Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 20 Effects when hit in melee: * 19% chance to reduce all saves and defense by 20 Changes resistances: +11% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
5 hematite 5 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 acidic component (melee) 3 acidic component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
arcing component (melee) arcing component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
arcing component (ammo) arcing component (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
balanced component (melee) balanced component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
barbed component (ammo) barbed component (ammo)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Crit. chance: +5.0% - +15.0% On crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
2 blooming component (mindstar) 2 blooming component (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Healing mod.: +10% - +30% Heals friendly targets nearby when you use a nature summon: +10 - +60 Affinity: mindstar Components can be used to enhance items being crafted! |
clarifying component (amulet) clarifying component (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +30% mind Confusion immunity: +20% - +50% Affinity: amulet Components can be used to enhance items being crafted! |
2 cleansing component (body) 2 cleansing component (body)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
cleansing component (amulet) cleansing component (amulet)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +30% nature * +10% - +30% blight Poison immunity: +20% - +50% Disease immunity: +20% - +50% Affinity: amulet Components can be used to enhance items being crafted! |
component of Toknor (body) component of Toknor (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical crit. chance: +3.0% - +6.0% Physical power: +5 - +10 Critical mult.: +10.00% - +20.00% Affinity: body Components can be used to enhance items being crafted! |
component of acid resistance (body) component of acid resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: body Components can be used to enhance items being crafted! |
component of acid resistance (shield) component of acid resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: shield Components can be used to enhance items being crafted! |
component of balance (mindstar) component of balance (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Physical save: +2 - +10 Spell save: +2 - +10 Mental save: +2 - +10 Equilibrium when hit: +0.50 - +2.50 Affinity: mindstar Components can be used to enhance items being crafted! |
component of balance (hat) component of balance (hat)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Equilibrium when hit: +0.70 - +3.00 Psi when hit: +0.70 - +3.00 Hate when hit: +0.70 - +3.00 Affinity: hat Components can be used to enhance items being crafted! |
2 component of conjuration (wand) 2 component of conjuration (wand)0.00 Encumbrance. Modifies crafted object: When activated: Fire a magical bolt dealing damage Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
component of constitution (amulet) component of constitution (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: amulet Components can be used to enhance items being crafted! |
component of corrosion (robes) component of corrosion (robes)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% acid Changes damage: * +10% - +30% acid Affinity: robes Components can be used to enhance items being crafted! |
2 component of crippling (melee) 2 component of crippling (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: On crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Physical crit. chance: +5.0% - +15.0% Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
component of dampening (melee) component of dampening (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% cold * +7% - +17% fire * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of dexterity (head) component of dexterity (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Dex Affinity: head Components can be used to enhance items being crafted! |
component of endurance (digger) component of endurance (digger)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Changes stats: * +1 - +5 Str Affinity: digger Components can be used to enhance items being crafted! |
3 component of erosion (melee) 3 component of erosion (melee)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
component of fate (staff) component of fate (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Physical save: +5 - +15 Spell save: +5 - +15 Mental save: +5 - +15 Spell crit. chance: +3% - +8% Affinity: staff Components can be used to enhance items being crafted! |
component of fire (ranged) component of fire (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 fire While equipped: Changes damage: * +8% - +22% fire Affinity: ranged Components can be used to enhance items being crafted! |
component of frost (robes) component of frost (robes)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% cold Changes damage: * +10% - +30% cold Affinity: robes Components can be used to enhance items being crafted! |
component of healing (totem) component of healing (totem)0.00 Encumbrance. Modifies crafted object: When activated: Heal yourself and all friendly characters within 10 spaces Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
component of illumination (staff) component of illumination (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Defense: +5 - +15 Light radius: +2 - +5 Use talent when activated: Illuminate level 1 - 2 Puts all charms on cooldown for 6 turns Affinity: staff Components can be used to enhance items being crafted! |
component of lightning (hat) component of lightning (hat)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Changes damage: * +10% - +20% lightning Affinity: hat Components can be used to enhance items being crafted! |
component of lightning (ring) component of lightning (ring)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +20% lightning Changes damage: * +10% - +20% lightning Affinity: ring Components can be used to enhance items being crafted! |
component of lightning resistance (body) component of lightning resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
component of manastreaming (amulet) component of manastreaming (amulet)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +6 Mag Mana each turn: +0.10 - +0.60 Spellpower on spell critical (stacks up to 3 times): +2 - +6 Maximum mana: +20.00 - +60.00 Affinity: amulet Components can be used to enhance items being crafted! |
2 component of massacre (melee) 2 component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of persecution (melee) component of persecution (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
component of protection (cloak) component of protection (cloak)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spell save: +5 - +15 Mental save: +5 - +15 Affinity: cloak Components can be used to enhance items being crafted! |
component of rage (melee) component of rage (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +25 Changes stats: * +1 - +11 Str Changes damage: * +5% - +15% physical Affinity: melee Components can be used to enhance items being crafted! |
component of resolve (mindstar) component of resolve (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +8 Wil Spell save: +2 - +10 Affinity: mindstar Components can be used to enhance items being crafted! |
component of speed (feet) component of speed (feet)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Movement speed: +25% Affinity: feet Components can be used to enhance items being crafted! |
component of strength (head) component of strength (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Str Affinity: head Components can be used to enhance items being crafted! |
component of the mystic (melee) component of the mystic (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +11 Wil * +1 - +11 Mag Spellpower: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of vileness (ammo) component of vileness (ammo)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 14 Affinity: ammo Components can be used to enhance items being crafted! |
component of vileness (melee) component of vileness (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 14 Affinity: melee Components can be used to enhance items being crafted! |
component of willpower (amulet) component of willpower (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Wil Affinity: amulet Components can be used to enhance items being crafted! |
component of wind (ammo) component of wind (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Travel speed: +200% On hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 75 physical damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
dual component (staff) dual component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Learn talent(s): * +1 Dual Staff Affinity: staff Components can be used to enhance items being crafted! |
feathered component (staff) feathered component (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Accuracy: +5 - +10 Defense: +5 - +10 Fatigue: -4% - -10% Affinity: staff Components can be used to enhance items being crafted! |
flaming component (shield) flaming component (shield)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on hit (radius 1): 10 - 20 fire While equipped: Damage (melee): 5 - 10 fire Melee retaliation: 1 - 21 fire Affinity: shield Components can be used to enhance items being crafted! |
forceful component (totem) forceful component (totem)0.00 Encumbrance. Modifies crafted object: While equipped: Stamina when hit: +0.50 - +2.50 Affinity: totem Components can be used to enhance items being crafted! |
fortifying component (body) fortifying component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +7 Str * +2 - +7 Con Maximum life: +30.00 - +100.00 Affinity: body Components can be used to enhance items being crafted! |
grounding component (feet) grounding component (feet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: feet Components can be used to enhance items being crafted! |
grounding component (belt) grounding component (belt)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: belt Components can be used to enhance items being crafted! |
grounding component (hat) grounding component (hat)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: hat Components can be used to enhance items being crafted! |
impenetrable component (body) impenetrable component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
inquisitor's component (mindstar) inquisitor's component (mindstar)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On crit: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Affinity: mindstar Unique Ego Components can be used to enhance items being crafted! |
insulating component (hat) insulating component (hat)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: hat Components can be used to enhance items being crafted! |
mighty component (ranged) mighty component (ranged)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical power: +5 - +15 Changes stats: * +1 - +7 Str Affinity: ranged Components can be used to enhance items being crafted! |
mindwoven component (robes) mindwoven component (robes)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +15 - +30 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
naturalist's component (hands) naturalist's component (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on crit (radius 2): 5 - 15 nature Talent on hit: Venomous Breath (10% chance). While equipped: Damage (melee): 5 - 15 nature Changes resistances: * +5% - +10% nature Changes damage: * +3% - +11% nature Affinity: hands Components can be used to enhance items being crafted! |
nature's component (wardstone) nature's component (wardstone)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Physical save: +10 - +20 Affinity: wardstone Components can be used to enhance items being crafted! |
potent component (staff) potent component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Base Damage: +2 - +12 While equipped: Changes damage: * +2% - +12% of staff elemental bonus Spellpower: +2 - +5 Affinity: staff Components can be used to enhance items being crafted! |
2 prismatic component (body) 2 prismatic component (body)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
psychokinetic component (ammo) psychokinetic component (ammo)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 40 physical On hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
rejuvenating component (body) rejuvenating component (body)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +2.00 - +8.00 Stamina each turn: +0.50 - +2.50 Affinity: body Components can be used to enhance items being crafted! |
rogue's component (ring) rogue's component (ring)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Defense: +4 - +20 Changes stats: * +2 - +10 Cun Affinity: ring Components can be used to enhance items being crafted! |
thought-forged component (melee) thought-forged component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 20 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
treant's component (ring) treant's component (ring)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% nature * +5% - +15% blight Poison immunity: +10% - +30% Disease immunity: +10% - +30% Affinity: ring Components can be used to enhance items being crafted! |
2 truestriking component (melee) 2 truestriking component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +25 Armour penetration: +5 - +15 Changes resistances penetration: * +5% - +15% physical Affinity: melee Components can be used to enhance items being crafted! |
warrior's component (ring) warrior's component (ring)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +4 - +20 Changes stats: * +2 - +10 Str Affinity: ring Components can be used to enhance items being crafted! |
woodsman's component (digger) woodsman's component (digger)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +15% nature Changes damage: * +5% - +10% nature Affinity: digger Components can be used to enhance items being crafted! |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+6 eff.) Changes damage: +2% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 125 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Xerena the Thug hits Carnonn for 31 physical, (4 armor), 3 fire, 46 physical, (4 armor), 3 fire (83 total damage).
Melee retaliation hits Xerena the Thug for 1 lightning, 1 lightning (2 total damage).
Carnonn slows down.
Xerena the Thug struggles against the magnetism.
Congeal Time from Velunor the Guard hits Carnonn for 3 temporal damage.
Rogue sapper deactivates Stealth.
Velunor the Guard is free from the magnetism.
Velunor the Guard uses Heartseeker.
Velunor the Guard hits Carnonn for 34 physical, (2 armor), 2 nature, (3 armor), 2 acid, (4 armor), 3 fire, (8 armor), 6 darkness, 28 physical, (3 armor), 2 acid, (4 armor), 3 fire, (8 armor), 6 darkness (86 total damage).
Xerena the Thug hits Carnonn for 62 physical, (4 armor), 3 fire (65 total damage).
Melee retaliation hits Xerena the Thug for 1 lightning damage.
Melee retaliation hits Velunor the Guard for 1 lightning, 1 lightning (2 total damage).
Talent Bandolier Slot 2 is ready to use.
Talent Craft Item is ready to use.
Talent Capacitor Discharge is ready to use.
Talent Bandolier Slot 1 is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Bandolier Slot 3 is ready to use.
Congeal Time from Velunor the Guard hits Carnonn for 3 temporal damage.
Xerena the Thug is free from the magnetism.
Cutpurse feels pain again.
Velunor the Guard hits Carnonn for 37 physical, (2 armor), 2 nature, (3 armor), 2 acid, (4 armor), 3 fire, (8 armor), 6 darkness, 13 physical, (3 armor), 2 acid, (4 armor), 3 fire, (8 armor), 6 darkness (74 total damage).
Xerena the Thug hits Carnonn for 56 physical, (4 armor), 3 fire (59 total damage).
Melee retaliation hits Xerena the Thug for 1 lightning damage.
Melee retaliation hits Velunor the Guard for 1 lightning, 1 lightning (2 total damage).
Congeal Time from Velunor the Guard hits Carnonn for 3 temporal damage.
Xerena the Thug hits Carnonn for 55 physical damage.
Melee retaliation hits Xerena the Thug for 1 lightning damage.
Carnonn the level 11 unliving weapon artificer was raked to death by Xerena the Thug on level 1 of bandit fortress.