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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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 Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: 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 Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Arcane Combat Tweaks 1.7.0Tweaks to the Arcane Command configuration dialog. Notable features:
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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Allow Respec Anywhere 1.2.3Recaiden'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. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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 Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. 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! Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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! Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Wyrmic Compatibility 1.7.2Makes the Revamped Wyrmic a separate class from the normal wyrmic Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic) Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Auto-usable Wards 1.7.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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: • '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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Necro Escort 1.7.2Adds a necromancer escort. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. 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. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 Semi-Roguelike (mild) |
Sex | Male |
Race | Shalore |
Class | High Guard |
Level / Exp | 34 / 31% |
Size | big |
Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
Strength | 116 (base 60) |
Dexterity | 15 (base 10) |
Constitution | 31 (base 25) |
Magic | 86 (base 60) |
Willpower | 40 (base 11) |
Cunning | 21 (base 10) |
Resources
Life | 929/929 |
Mana | 346/346 |
Positive | 139/139 |
Healing Factor | 1.2658714593979 |
Regeneration | 8.6712194968756 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.5% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 194 |
Accuracy | 38 |
Crit Chance | 9% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Light | +12% |
Fire | +49% |
Mind | +8% |
Physical | +22% |
Cold | +12% |
All | +2% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +10% |
Mind | +15% |
Darkness | +8% |
Defense: Base
Armour (hardiness) | 53.317011280365 (92.903125182002%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 51 |
Mental Save | 55 |
Defense: Resistances
Acid | + 23%( 70%) |
Physical | + 24%( 70%) |
Cold | + 39%( 70%) |
All | + 16%( 70%) |
Lightning | + 23%( 70%) |
Light | + 57%( 70%) |
Mind | + 29%( 70%) |
Fire | + 70%( 70%) |
Darkness | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 10% |
Disarm Resistance | 71% |
Instadeath Resistance | 100% |
Silence Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 228 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1204% for 10 turns (518 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Sorcerous might | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Phasing | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Mage adept | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Battle channeling | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Battlemage | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Magical assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/33 |
| 0/62 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Race / Shalore | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 0.90 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Medic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Blinkguard |
talent | Deepsight |
talent | Weapon of Light |
talent | Boltfury |
talent | Arcane Shield |
talent | Eldritch Empowerment |
talent | Shielding |
talent | Secrets of the Eternals |
beneficial effect | The target is sliding on ice, moving extra fast Skating |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mysticism · Agrimley the hermit's elixir of explosive force · Ungrol of Last Hope's elixir of foundations |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Arcane Eye (+2 level(s)). | done |
You successfully escorted the lost spellblade to the recall portal on level 1 of Old Forest. Escort: lost spellblade (level 1 of Old Forest)As a reward you gained talent category Spell / Aegis (at mastery 0.90). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Weapon of Light (+2 level(s)). | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Norgos Lair. Escort: stranded daemon-powered (level 2 of Norgos Lair)As a reward you improved Magic by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 4 of Old Forest. Escort: stranded daemon-powered (level 4 of Old Forest)As a reward you improved Magic by +8. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 315. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed orc heart. * You've found the needed vial of squid ink. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Gliding Boots (4 def, 2 armour) Gliding Boots (4 def, 2 armour)2.0 Encumbrance T3 feet armor [Unique] Arcane While equipped: Stats +4 Dex defense ------ Armor +2 Defense +4 (+1 eff.) Fatigue +1% other ------- Talents +1 Ice Speed Masteries +0.20 Celestial/Luxam Effective talent level: 1.0 Use mode: Passive Is: a spell Description: When moving for at least 2 steps in the same direction, you create a corridor of ice, increasing your movement speed by 100%. Changing direction will break the effect. Sheets of ice form beneath these bladed white boots, letting the wearer skate speedily across any terrain |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 4.0 Encumbrance T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+4 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 92.67 fire and 75.87 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +12% fire Ignore resists +15% mind When Hit 4 fire On-Hit (Melee): * 20% chance to reduce armor by 37% * 20% chance to reduce all saves and defense by 19 defense ------ Armor +3 Fatigue +5% Resistance +3% mind Physical save +24 (+7 eff.) Spell save +10 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +45% Unarmed combat: Weapon Damage 139% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +25 physical On Hit: 10% Juggernaut level 1 Effective talent level: 1.0 Use mode: Activated Stamina cost: 50 Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 15% and provides a 8% chance to shrug off critical damage for 20 turns. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. Effective talent level: 3.0 Use mode: Activated Vim cost: 15 Range: 6 Cooldown: 8 Travel Speed: 400% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 103.68 fire damage and 85.59 darkness damage in a radius of 4. The damage will increase with your Spellpower. "An innocuous bauble. Until you look through the hole." |
Around neck | Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 12 Range: 10 Cooldown: 3 Travel Speed: 800% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 83.37 ice damage, hitting all adjacent targets on impact with 25% chance to freeze them. If the target resists being frozen, it instead get wet. If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%. This spell will never hit the caster. The damage will increase with your Spellpower. The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+3 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 4 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of Physical damage, doing 100% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +12 Wil offense ------ Damage +6% mind Ignore resists +10% arcane Against +26% Summoned defense ------ Resist Against +19% Summoned Mind save +14 (+4 eff.) Life +83.00 other ------- Psi when Hit +0.12 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+4 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +4 Damage +21% darkness Ignore resists +8% darkness +15% blight defense ------ Defense +12 (+4 eff.) Resistance +8% acid +25% darkness +19% light +7% cold +8% lightning +31% fire Stealth +31 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats +8 Str defense ------ Armor +16 Defense +5 (+2 eff.) Fatigue +12% Resistance +10% physical +28% darkness +12% mind Unlife -40.00 life Disease Resist +10% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -669 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 669 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 316.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 8 turns. This enchantment increases your accuracy and armour by 28 and adds 29 arcane damage to all your hits. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Ignore resists +25% nature When Hit: * 38% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce damage dealt by 16% defense ------ Armor +6 Defense +9 (+3 eff.) Resistance +18% lightning +6% light Max Resistance +4% all Physical save +19 (+6 eff.) Stun Resist +34% other ------- Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag defense ------ Fatigue -5% Resistance +6% temporal +6% fire other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +3% fire Ignore Armor +1 defense ------ Resistance +3% blight +22% nature +3% mind Blind Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil offense ------ Spellpower/crit +4 Ignore resists +20% blight defense ------ Armor +4 Resistance +7% nature +6% blight Life +27.00 Poison Resist +14% Disease Resist +12% Disarm Resist +30% Pinning Resist +22% Knockbk Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Mind save +4 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) defense ------ Resistance +16% acid +23% fire +16% lightning +11% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +26% cold Ignore Armor +9 defense ------ Resistance +2% physical +58% cold other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Armor +4 Defense +4 (+1 eff.) other ------- Wards +2 darkness Talents +2 Apply Ward +1 Command Staff Effective talent level: 2.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Bring into being a ward of the damage type selected via the Choose Ward talent (currently none). The ward will fully negate as many attacks of its element as it has charges. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Physical save +5 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Mana/turn +0.11 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% blight Ignore resists +10% darkness +15% temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.18 Max mana +41.00 Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +1 (+0 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 50 Souls cost: 1 Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 99% of its remaining life (or 551.40, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Mana/turn +0.10 Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Master Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +16 fire While equipped: Stats +2 Mag +3 Wil +9 Con offense ------ Physical Power +16 (+4 eff.) Damage +12% fire Ignore resists +25% fire +19% physical defense ------ Resistance +9% fire Disarm Resist +36% Massive two-handed battleaxes. |
Molten Hammer (186% power, 4 apr) Molten Hammer (186% power, 4 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Unique] Arcane/Unknown Weapon Damage 187% Range: 1.0x-1.5x Uses 120% Str, 10% Mag, 10% Con Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +20 fire +20 physical On Crit: 10% Raise Volcano level 4 On Hit: * splashes up to 5 nearby enemies with lava While equipped: offense ------ Spell Crit +15% Spellpower +35 (+9 eff.) Damage +30% fire +30% physical other ------- Masteries +0.20 Celestial/Kolal Effective talent level: 4.0 Use mode: Activated Negative energy cost: 20 Range: 10 Cooldown: 10 Travel Speed: 200% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Summons a small raging volcano for 8 turns. Every turn, it will fire a molten boulder towards up to 4 of your foes, dealing 77.54 fire damage. The damage will scale with your Spellpower. The end of the hammer is still glowing. It's said the volcanoes of the Daikara first erupted when this hammer was thrown down into the mountain range by the gods. It doesn't fit right in your hands, but it's very easy to lift. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 149.40 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. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Cun 24,Dex 24 [Unique] Nature Weapon Damage 137% Range: 1.0x-1.3x Uses 45% Str, 45% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +10.0% Attack Speed 100% On-hit +10 lightning While equipped: offense ------ Critical power +10.00% Global Speed +10% other ------- Masteries +0.20 Wild-curse/Eagle aspect A curved and sharp blade, decorated with feathers. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Weapon Damage 113% Range: 1.0x-1.1x Uses 50% Wil, 20% Str, 10% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+3 eff.) Mindpower +10 (+5 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Ice Wyrm +0.30 Wild-gift/Fire Wyrm +0.30 Wild-gift/Venom Wyrm +0.30 Wild-gift/Sand Wyrm +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Acid Wyrm +0.30 Wild-gift/Sand drake aspect +0.30 Wild-gift/Storm Wyrm The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 306.21 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Psionic/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam When used to Attack: On-hit +11 physical +12 light +12 darkness While equipped: Stats +3 Mag +1 Wil +3 Cun offense ------ Damage +11% light +15% darkness defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +13% physical +10% light +12% darkness Windwall +46 Slow Projectiles +25% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Voyager Voyager6.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane/Unknown Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +15 nature +8 lightning On-Hit, radius 1 +8 acid On-crit, radius 2 +10 nature While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +15% lightning Accuracy +10 (+4 eff.) defense ------ Resistance +4% physical Blind Resist +40% other ------- Light +3 Talents +5 Overseer of Nations +2 Voyager Shot Masteries +0.20 Race/Higher Automatically sprouts grasping moss underneath nearby enemies, dealing nature damage and slowing their movement. Overseer of Nations Effective talent level: 5.0 Use mode: Passive Description: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties. Their nature grants them better senses than other humans. Increase blindness immunity by 50%, maximum sight range by 5, and increases existing infravision, and heightened senses range by 3. At talent level 5, each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns. Voyager Shot Effective talent level: 2.0 Use mode: Activated Psi cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Archery (120% of a turn) Is: a mind power Description: Launch an arrow with a telekinetic tether, hitting multiple targets in a line for 100% armor-piercing damage and then teleporting yourself to where the arrow ended its flight. This complex assembly of branches, pulleys and strings seems to serve as a longbow. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Master/Psionic Weapon Damage 157% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +10.5% Capacity 20 Projectile Speed +200% On-ranged-hit +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 131% Range: 1.0x-1.4x Uses 150% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +3 Block Masteries +0.10 Wild-curse/Treant aspect The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +124 While equipped: defense ------ Armor +10 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 157% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Arcane Guardian Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +149 On-hit +18 cold On-Hit, radius 1 +12 lightning On Hit: * Deal physical damage equal to your armor (53) While equipped: Stats -12 Dex +3 Wil +12 Cun offense ------ Damage +3% temporal Ignore resists +5% temporal On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +12 Fatigue +8% Resistance +6% lightning +14% cold +9% temporal +22% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +10 (+3 eff.) Damage +6% physical +6% temporal +5% all Ignore resists +6% temporal +5% physical defense ------ Resistance +7% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +10% lightning +9% nature +3% blight Ignore resists +15% blight +15% fire When Hit: * 22% chance to reduce strength, dexterity, and constitution by 27 * 23% chance to reduce damage dealt by 16% defense ------ Resistance +15% lightning +12% darkness +3% fire +10% mind +9% all Physical save +11 (+4 eff.) Spell save +10 (+3 eff.) Mind save +21 (+6 eff.) Poison Resist +26% Disease Resist +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.49 to 43.11 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con offense ------ Damage +5% nature defense ------ Resistance +10% blight +11% all Life +52.00 Life Regen +2.60 Healmod +15% Poison Resist +32% Disease Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +7 Wil offense ------ Mind Crit +3% Damage +30% nature Ignore resists +15% mind defense ------ Armor +6 Resistance +45% nature +15% all other ------- Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +6 Dex +4 Wil +9 Cun offense ------ Damage +6% mind +20% fire defense ------ Resistance +30% fire +15% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.21 to 114.63 lightning damage (76.42 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +7% Resistance +17% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% acid +7% cold Life Regen +2.00 other ------- Stamina/turn +0.90 Breathe water A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Spellpower +13 (+4 eff.) Ignore resists +5% blight +5% mind defense ------ Mind save +6 (+2 eff.) other ------- Max mana +20.00 Max vim +20.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Ignore resists +20% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +3% nature +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -4% Physical save +8 (+3 eff.) other ------- Encumbrance +31 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Damage +18% acid +6% nature +3% mind When Hit 10 mind On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +5 Resistance +11% lightning +11% temporal +15% mind A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +24% lightning +6% darkness Ignore resists +10% lightning +25% blight defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +22% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Armor +4 Fatigue +3% Resistance +15% lightning +15% fire +12% cold Crit Resistance 15.00% Life Regen +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +5 Str +2 Dex +2 Cun offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +2 Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 120% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Set Up level 3 Effective talent level: 3.0 Use mode: Activated Stamina cost: 12 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Combat (120% of a turn) Description: Increases Defense by 12 for 5 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 9% and reducing their saving throws by 9. The effects will scale with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Effective talent level: 5.0 Use mode: Activated Range: 10 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Calls forth a powerful beam of lightning doing 58.00 to 174.01 lightning damage (116.01 average). The damage will increase with your Mindpower. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 222.40 physical damage and knocking targets back 5 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. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% On-Hit 13 cold Damage +4% cold Ignore resists +20% lightning Accuracy +10 (+4 eff.) defense ------ Armor +3 Resistance +12% darkness +8% cold Unlife -80.00 life Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +13 ice On Hit: 10% Ice Breath level 5 Effective talent level: 5.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 354.86 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +3 Con offense ------ On-Hit 5 acid 7 fire 6 cold 3 lightning defense ------ Armor +3 Physical save +30 (+8 eff.) Spell save +5 (+2 eff.) Mind save +4 (+1 eff.) Disarm Resist +27% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +9 ice +13 physical +14 fire +7 lightning +13 acid On Hit: 10% Juggernaut level 1 Effective talent level: 1.0 Use mode: Activated Stamina cost: 50 Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 15% and provides a 8% chance to shrug off critical damage for 20 turns. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 6 cold Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +6% cold Unarmed combat: Weapon Damage 110% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Effective talent level: 1.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 5. Any target caught in the area will take 191.91 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +6% lightning +10% mind +6% darkness Ignore resists +10% darkness When Hit 2 acid defense ------ Defense +1 (+0 eff.) Resistance +10% mind +9% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +5% fire defense ------ Armor +3 Fatigue +3% Resistance +6% darkness Life +100.00 Silence Resist +20% Pinning Resist +10% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Wil offense ------ Critical power +5.00% Accuracy +10 (+4 eff.) Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Fireproof Fireproof1.0 Encumbrance T2 wardstone armor [Unique] Nature While equipped: defense ------ Defense +4 (+1 eff.) Resistance +15% fire +15% light +15% arcane Damage Reduction +2 all Spell save +15 (+5 eff.) Slow Projectiles +15% other ------- Wards +2 fire +2 light +2 arcane Talents +2 Apply Ward Effective talent level: 2.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Bring into being a ward of the damage type selected via the Choose Ward talent (currently none). The ward will fully negate as many attacks of its element as it has charges. Instantly cure burning (removes all fire subtype detrimental effects). Uses 20 power out of 30/30 Activation is instant. It feels cold to the touch and a little bit moist. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stun Resist +40% Item imbue powers: Stun Resist +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Damage +6% all Defense +20 (+7 eff.) Item imbue powers: Damage +6% all Defense +20 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Combat Speed +6% Spell Speed +6% Mind Speed +6% Item imbue powers: Combat Speed +6% Spell Speed +6% Mind Speed +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 geode 4 geode0.0 Encumbrance T3 stone gem [Normal] While equipped: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.0 Encumbrance T3 violet gem [Normal] While equipped: Critical power +6.00% Ignore resists +6% all Item imbue powers: Critical power +6.00% Ignore resists +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Armor +12 Resistance +3% all Item imbue powers: Armor +12 Resistance +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.0 Encumbrance T3 yellow gem [Normal] While equipped: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Item imbue powers: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.0 Encumbrance T4 black gem [Normal] While equipped: Stun Resist +50% Item imbue powers: Stun Resist +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Damage +8% all Defense +25 (+8 eff.) Item imbue powers: Damage +8% all Defense +25 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Combat Speed +8% Spell Speed +8% Mind Speed +8% Item imbue powers: Combat Speed +8% Spell Speed +8% Mind Speed +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 large geode 3 large geode0.0 Encumbrance T4 stone gem [Normal] While equipped: Life Regen +2.00 Healmod +10% Stamina/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: Life Regen +2.00 Healmod +10% Stamina/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.0 Encumbrance T4 violet gem [Normal] While equipped: Critical power +8.00% Ignore resists +8% all Item imbue powers: Critical power +8.00% Ignore resists +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 white gem [Normal] While equipped: Armor +16 Resistance +4% all Item imbue powers: Armor +16 Resistance +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Item imbue powers: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +9% darkness defense ------ Resistance +6% light Affinity +5% darkness other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 190.88 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) defense ------ Resistance +8% blight +7% darkness other ------- Light +6 Infravision +4 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.4 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 189.25 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 189.25 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str offense ------ Damage +8% mind +5% fire defense ------ Mind save +8 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 162 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ When Hit 4 acid defense ------ Defense +20 (+7 eff.) Resistance +6% temporal +30% fire Spell save +9 (+3 eff.) Silence Resist +20% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Dex +2 Wil +3 Cun offense ------ Ignore resists +5% darkness other ------- Light +2 Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% arcane Ignore resists +25% light When Hit 4 light Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 569 Base Damage: 272 Armor: 3 All Resist: 0 Puts all charms on 25 turn cooldown 100% to heal for 44. 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 269 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Wardaric the Shalore High Guard level 24
72nd Regrowth 123rd year of Ascendancy at 05:00 see stats
By Wardaric the Shalore High Guard level 29
62nd Pyre 123rd year of Ascendancy at 23:57 see stats
By Wardaric the Shalore High Guard level 14
59th Haze 122nd year of Ascendancy at 15:06 see stats
By Wardaric the Shalore High Guard level 28
45th Pyre 123rd year of Ascendancy at 21:01 see stats
By Wardaric the Shalore High Guard level 20
39th Regrowth 123rd year of Ascendancy at 16:07 see stats
By Wardaric the Shalore High Guard level 30
10th Mirth 123rd year of Ascendancy at 19:59 see stats
By Wardaric the Shalore High Guard level 18
9th Decay 122nd year of Ascendancy at 22:44 see stats
By Wardaric the Shalore High Guard level 23
59th Regrowth 123rd year of Ascendancy at 22:08 see stats
By Wardaric the Shalore High Guard level 27
31st Pyre 123rd year of Ascendancy at 20:00 see stats
By Wardaric the Shalore High Guard level 25
23rd Pyre 123rd year of Ascendancy at 15:10 see stats
By Wardaric the Shalore High Guard level 31
2nd Flare 123rd year of Ascendancy at 14:46 see stats
By Wardaric the Shalore High Guard level 10
9th Haze 122nd year of Ascendancy at 09:31 see stats
By Wardaric the Shalore High Guard level 20
39th Regrowth 123rd year of Ascendancy at 13:13 see stats
By Wardaric the Shalore High Guard level 30
9th Mirth 123rd year of Ascendancy at 00:13 see stats
By Wardaric the Shalore High Guard level 19
12nd Regrowth 123rd year of Ascendancy at 04:43 see stats
By Wardaric the Shalore High Guard level 32
42nd Dusk 123rd year of Ascendancy at 06:09 see stats
By Wardaric the Shalore High Guard level 24
71st Regrowth 123rd year of Ascendancy at 20:05 see stats
By Wardaric the Shalore High Guard level 25
31st Pyre 123rd year of Ascendancy at 04:45 see stats
By Wardaric the Shalore High Guard level 8
5th Haze 122nd year of Ascendancy at 16:35 see stats
By Wardaric the Shalore High Guard level 13
19th Haze 122nd year of Ascendancy at 20:17 see stats
By Wardaric the Shalore High Guard level 19
20th Regrowth 123rd year of Ascendancy at 09:26 see stats
By Wardaric the Shalore High Guard level 28
62nd Pyre 123rd year of Ascendancy at 21:02 see stats
By Wardaric the Shalore High Guard level 20
40th Regrowth 123rd year of Ascendancy at 14:47 see stats
By Wardaric the Shalore High Guard level 18
9th Decay 122nd year of Ascendancy at 20:46 see stats
Log
Saving done.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
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Today is the 76th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
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Today is the 77th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
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Today is the 78th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
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Today is the 79th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:56.
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Today is the 1st Time of Equilibrium of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
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Today is the 1st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
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There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
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There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
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Saving done.