Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
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: 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. Banished 1.6.7Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Cat Point Cap Boost 1.5.5 Frost Invoker 1.6.7Adds 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 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Grove Keeper 1.6.7Adds 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. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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.
Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Cheaper Mastery 1.6.4Lowers cost for mastery upgrades to half a category point, making mastery upgrades a much better option than they are now. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official 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: Ashes of Urh'Rok 1.6.7Official 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:
Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bastion 1.5.10A complete rework for Bulwark. 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. Items Vault 1.6.0Donators/Buyers bonus! Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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: Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Archery Addons Patch for ToME 1.6.4+ 1.6.4This is a patch for addons with 'archery' talents that have not been updated since the 1.6.4 change to archerPreUse . Assuming they were still functioning as of 1.6.3, this patch should allow them to function once again. I can confirm this works with both Zephyr and Viper class addons, but I have not tested it further. Save files which have been affected by this change will cause the game to flash black and freeze, as will attempting to create a new character that would learn an affected talent at birth, or when learning an affected talent later on, or when an enemy spawns with an affected talent. There will be no error pop-up in game if this happens, but the error can still be found in te4_log.txt and should be repeated many times at the end of the file. If you see an error that refers to an addon and archerPreUse, this patch should solve the issue. Recaiden's Undead Racepack 1.6.0This 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 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: Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Verdant Class Pack 1.6.7Content 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 | Nightmare Adventure |
Sex | Male |
Race | Dread |
Class | Steam Hero |
Level / Exp | 28 / 65% |
Size | medium |
Lifes / Deaths | Killed by Poraldadheta the large brown snake at level 17 on the 8th Flare 122nd year of Ascendancy at 06:50 3 / 3Killed by orc blood mage at level 19 on the 2nd Dusk 122nd year of Ascendancy at 05:24 Killed by Eiliniyamima the Guardian at level 19 on the 2nd Dusk 122nd year of Ascendancy at 13:51 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 22 (base 12) |
Constitution | 31 (base 12) |
Magic | 85 (base 41) |
Willpower | 52 (base 41) |
Cunning | 47 (base 41) |
Resources
Essence | 204/204 |
Negative | 136/136 |
Life | 602/602 |
Psi | 142/142 |
Steam | 100/100 |
Healing Factor | 1.1567164179104 |
Regeneration | 0.28917910447761 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -985 |
Infravision | 12 |
See Stealth | 101.01041171779 |
See Invisible | 111.01041171779 |
Stealth | 89.019835659387 |
Offense: Mainhand
Damage | 60 |
Accuracy | 47 |
Crit Chance | 24% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 47 |
Crit Chance | 24% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Arcane | +11% |
Mind | +15% |
All | 0% |
Darkness | +3% |
Temporal | +9% |
Cold | +12% |
Fire | +6% |
Nature | +15% |
Offense: Damage Penetration
Mind | +15% |
Physical | +20% |
Cold | +18% |
All | +10% |
Defense: Base
Armour (hardiness) | 58 (60%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 63 |
Mental Save | 58 |
Defense: Resistances
Blight | + 28%( 75%) |
Arcane | + 9%( 59%) |
Cold | + 60%( 75%) |
All | + 18%( 75%) |
Darkness | + 46%( 75%) |
Light | + 4%( 75%) |
Temporal | + 25%( 75%) |
Mind | + 93%( 99%) |
Fire | + 24%( 75%) |
Nature | + 50%( 75%) |
Defense: Immunities
Stun Resistance | 73% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 32% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 78% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 97%. |
Class Talents
Cunning / Stealth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Attack | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Undead / Dreadmaster | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Body | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Gifts | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Flexible Combat Training | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Wild Magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Undead / Dreadlord | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Shadow | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Eldritch Combat |
talent | Wildcast |
talent | Walking Blasphemy |
talent | Beyond the Flesh |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The character is concealing itself from enemy minds. Mentally Stalking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 10. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
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: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed naga tongue. * You've found the needed xorn fragment. 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 honey tree root. * You've found the needed electric eel tail. * You've found the needed minotaur nose. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | runic dwarven-steel steamgun of piercing runic dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +25 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Arcane Vortex 3 Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +5% arcane Res.pen +10% all Acc +5 (+2 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver | pouch of dwarven-steel shots 'Polanor' (43/43, 158% power, 8 apr) pouch of dwarven-steel shots 'Polanor' (43/43, 158% power, 8 apr) 3.0 T3 shot ammo [Rare] Arcane Power 159% Range: 1.2x Uses 92% Mag, 10% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Capacity 43 Rld cld 4 Proj.spd +200% While equipped: ---------- misc Reload +4 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 3% Wil, 7% Cun, 88% Mag Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | Zanesta Zanesta1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +6% temporal ----- def ----- Resists +7% blight +9% temporal +5% darkness ---------- misc Light +7 Infravis +3 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal 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 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Kindlerock (0 def, 3 armour) Kindlerock (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +10 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +3 Fatigue +3% Resists +15% cold ---------- misc Light +2 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) 3.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Silence- +32% Confus- +23% Pinning- +15% Stun/Frz- +23% Knockbk- +15% Teleport- +100% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | extending yew totem of healing [power 278] (15 cooldown) extending yew totem of healing [power 278] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | copper ring 'Lisynn' copper ring 'Lisynn'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +9% nature +3% light Mind.save +7 (+2 eff.) Max.HP +20.00 Confus- +25% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
Around neck | Taiga Amulet Taiga Amulet0.1 T2 amulet jewelry [Unique] Nature While equipped: dps ---------- Melee+ 20 ice Ranged+ 20 ice Melee Ret 20 ice ----- def ----- Resists +20% cold Blind- +20% ---------- misc Cooldown Rimebark -3 Glaciate -3 Masteries +0.20 Wild-gift/Boreal No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
In main hand | dwarven-steel steamgun 'Tuloharalach' dwarven-steel steamgun 'Tuloharalach' 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +25 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 draining blight Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Phys.pwr +8 (+2 eff.) S.pwr/crit +4 Res.pen +10% physical Melee Ret 2 arcane On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +6% blight ---------- misc Max.mana +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Searraptor Searraptor 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal +6% fire ----- def ----- Fatigue -16% Resists +8% fire +7% cold Mind.save +3 (+1 eff.) Confus- +20% Stun/Frz- +20% ---------- misc Max.enc +40 A belt that goes around your waist. |
In off hand | pulsing mindstar of frost (104% power, 32 apr, mind damage) pulsing mindstar of frost (104% power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 105% Range: 1.1x Uses 5% Wil, 80% Mag, 3% Cun Dmg Mind Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 40 damage and reducing their armor While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 cold Dmg.mod +12% cold Res.pen +8% cold ----- def ----- Armour +12 Resists +10% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Obsidianclash the cashmere cloak (2 def, 0 armour) Obsidianclash the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +3% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +15% mind +9% darkness Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 31 armour) Spider-Silk Robe of Spydrë (10 def, 31 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 40 physical 20 nature slow ----- def ----- Armour +31 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 140% / cooldown 78%) medical injector implant (efficiency 140% / cooldown 78%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 78%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -425; dur 8; cd 26) heroism infusion of the titan (die at -425; dur 8; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost (currently 425 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 32%; magical; dur 2; cd 16) wild infusion of the wizard (res 32%; magical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune (range 5; phase 14; cd 11) blink rune (range 5; phase 14; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune (+12 for 9 turns) enchantment rune (+12 for 9 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 12 and adds 13 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune (+12 for 9 turns) enchantment rune (+12 for 9 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 12 and adds 13 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune of the titan (+19 for 9 turns) enchantment rune of the titan (+19 for 9 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 19 and adds 21 arcane damage to all your hits. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 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.) |
flaming dwarven-steel battleaxe of shearing (140% power, 2 apr) flaming dwarven-steel battleaxe of shearing (140% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 141% Range: 1.5x Uses 8% Wil, 72% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +19 fire While equipped: dps ---------- Res.pen +10% all Acc +16 (+5 eff.) Apr +12 Massive two-handed battleaxes. |
arcing dwarven-steel greatmaul of torment (152% power, 2 apr) arcing dwarven-steel greatmaul of torment (152% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 152% Range: 1.5x Uses 8% Wil, 72% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 99 damage Massive two-handed mauls. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Power 179% Range: 1.6x Uses 7% Wil, 69% Mag, 20% Con Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 59 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
plaguebringer's dwarven-steel mace of paradox (132% power, 4 apr) plaguebringer's dwarven-steel mace of paradox (132% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 133% Range: 1.4x Uses 6% Wil, 60% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 blight +8 temporal On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Resists +8% temporal Disease- +10% Blunt and deadly. |
creative thorny mindstar of frost (97% power, 24 apr, nature damage) creative thorny mindstar of frost (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 5% Wil, 80% Mag, 3% Cun Dmg Nature Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+1 eff.) Melee+ 8 cold Dmg.mod +6% cold Res.pen +7% cold ----- def ----- Armour +8 Resists +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic hardened leather sling of cunning (+4) caustic hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon [Ego+] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +17 acid +11 nature While equipped: Stats +4 Cun dps ---------- Res.pen +8% acid +6% physical +11% nature Apr +7 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike reinforced leather sling of recursion swiftstrike reinforced leather sling of recursion4.0 T4 sling 1H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
potent elven-wood magestaff of dusk (136% power, 5 apr, fire element) potent elven-wood magestaff of dusk (136% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ---------- misc N.En/turn +0.16 Max.N.En +36.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (120% power, 4 apr, arcane element) yew magestaff of wizardry (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of enduring dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe of vileness (117% power, 4 apr) dwarven-steel waraxe of vileness (117% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 117% Range: 1.4x Uses 6% Wil, 60% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 28 One-handed war axes. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silyth the cashmere cloak (18 def, 0 armour) Silyth the cashmere cloak (18 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +18 (+5 eff.) Resists +14% light +30% fire Crit.dmg- 5.00% Spell.save +6 (+1 eff.) Stealth +7 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour) wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowdare (0 def, 2 armour) Shadowdare (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 8 light Dmg.mod +9% blight +5% light +12% arcane Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +2 Resists +5% light Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 114% Range: 1.1x Uses 3% Wil, 88% Mag, 7% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindleoracle (0 def, 7 armour) Kindleoracle (0 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +7 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +7 Fatigue +4% ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Infravis +2 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of decomposition (2 def, 0 armour) starseer's cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +7% temporal +9% light +6% physical ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +4% temporal +5% light +5% fire +5% nature +4% acid +3% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
impenetrable stralite mail armour of spell shielding (4 def, 17 armour) impenetrable stralite mail armour of spell shielding (4 def, 17 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Arcane/Master While equipped: ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +7% arcane Spell.save +14 (+3 eff.) A suit of armour made of mail. |
reinforced leather armour of the deep (12 def, 10 armour) reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +7% acid +12% cold ---------- misc Breathe water A suit of armour made of leather. |
prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour) prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning +13% light +11% darkness A suit of armour made of metal plates. |
prismatic stralite plate armour of lightning resistance (0 def, 13 armour) prismatic stralite plate armour of lightning resistance (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +20% lightning +15% light +13% darkness A suit of armour made of metal plates. |
coruscating stralite shield of acid resistance (+23%) (0 def, 8 armour, 100% power, 145 block) coruscating stralite shield of acid resistance (+23%) (0 def, 8 armour, 100% power, 145 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Arcane/Master When used to Attack: Power 162% Range: 1.2x Uses 6% Wil, 60% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +145 Melee+ +14 fire While equipped: Stats +3 Str dps ---------- Melee Ret 22 fire ----- def ----- Armour +8 Fatigue +8% Resists +23% acid +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of crushing (0 def, 6 armour, 100% power, 76 block) dwarven-steel shield of crushing (0 def, 6 armour, 100% power, 76 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego+] Master When used to Attack: Power 146% Range: 1.2x Uses 6% Wil, 60% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +76 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of resilience (0 def, 10 armour, 100% power, 139 block) reinforced dwarven-steel shield of resilience (0 def, 10 armour, 100% power, 139 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master When used to Attack: Power 135% Range: 1.2x Uses 6% Wil, 60% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +139 While equipped: ----- def ----- Armour +10 Fatigue +8% Max.HP +47.00 ---------- misc Talents +1 Block Handheld deflection devices. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns) woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 286] powerful healing salve [power 286]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 68% cooldown modifier. Heal 286 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 21] powerful water salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 68% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of stralite shots of erosion (21/21, 162% power, 5 apr) deadly pouch of stralite shots of erosion (21/21, 162% power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Master Power 162% Range: 1.2x Uses 92% Mag, 10% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of daylight (16/16, 134% power, 3 apr) psychokinetic pouch of dwarven-steel shots of daylight (16/16, 134% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Psionic Power 134% Range: 1.2x Uses 92% Mag, 10% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +11 light +19 physical Against +7% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 234 physical damage Shots are used with slings to pummel your foes to death. |
focusing yew totem of stinging [power 272] (15 cooldown) focusing yew totem of stinging [power 272] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 188] (15 cooldown) soothing ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of stinging [power 260] (19 cooldown) supercharged ash totem of stinging [power 260] (19 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 299 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle [power 225] (25 cooldown) yew totem of summon tentacle [power 225] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 593 Base Damage: 245 Armor: 5 All Resist: 8 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Faolthuwen the Dread Steam Hero level 26
23rd Dusk 122nd year of Ascendancy at 21:17 see stats
By Faolthuwen the Shadow Steam Hero level 21
7th Dusk 122nd year of Ascendancy at 20:58 see stats
By Faolthuwen the Dread Steam Hero level 27
33rd Dusk 122nd year of Ascendancy at 11:12 see stats
By Faolthuwen the Shadow Steam Hero level 16
7th Flare 122nd year of Ascendancy at 22:51 see stats
By Faolthuwen the Dread Steam Hero level 26
29th Dusk 122nd year of Ascendancy at 06:16 see stats
By Faolthuwen the Shadow Steam Hero level 21
7th Dusk 122nd year of Ascendancy at 20:28 see stats
By Faolthuwen the Shadow Steam Hero level 10
8th Mirth 122nd year of Ascendancy at 21:56 see stats
By Faolthuwen the Shadow Steam Hero level 20
6th Dusk 122nd year of Ascendancy at 08:11 see stats
By Faolthuwen the Shadow Steam Hero level 11
1st Summertide 122nd year of Ascendancy at 19:48 see stats
By Faolthuwen the Dread Steam Hero level 28
33rd Dusk 122nd year of Ascendancy at 12:37 see stats
By Faolthuwen the Shadow Steam Hero level 21
7th Dusk 122nd year of Ascendancy at 20:58 see stats
By Faolthuwen the Shadow Steam Hero level 24
20th Dusk 122nd year of Ascendancy at 15:15 see stats
By Faolthuwen the Shadow Steam Hero level 9
8th Mirth 122nd year of Ascendancy at 05:44 see stats
By Faolthuwen the Shadow Steam Hero level 21
7th Dusk 122nd year of Ascendancy at 20:58 see stats
By Faolthuwen the Shadow Steam Hero level 11
3rd Summertide 122nd year of Ascendancy at 02:35 see stats
By Faolthuwen the Shadow Steam Hero level 18
1st Dusk 122nd year of Ascendancy at 02:33 see stats
By Faolthuwen the Shadow Steam Hero level 14
4th Flare 122nd year of Ascendancy at 20:49 see stats
By Faolthuwen the Dread Steam Hero level 25
21st Dusk 122nd year of Ascendancy at 08:30 see stats
Log
Faolthuwen picks up (E.): impenetrable stralite mail armour of spell shielding (4 def, 17 armour).
Faolthuwen picks up (x.): potent elven-wood magestaff of dusk (136% power, 5 apr, fire element).
Faolthuwen picks up (1.): deadly pouch of stralite shots of erosion (21/21, 162% power, 5 apr).
Faolthuwen picks up (F.): starseer's cashmere wizard hat of decomposition (2 def, 0 armour).
Faolthuwen picks up (D.): wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour).
Faolthuwen picks up (I.): reinforced leather armour of the deep (12 def, 10 armour).
Faolthuwen picks up (L.): coruscating stralite shield of acid resistance (+23%) (0 def, 8 armour, 100% power, 145 block).
Faolthuwen picks up (x.): swiftstrike reinforced leather sling of recursion.
Talent Explosive Shell is ready to use.
Faolthuwen receives 186 healing.
Faolthuwen receives 186 healing.
Faolthuwen receives 186 healing.
Talent Astral Blitz is ready to use.
Faolthuwen receives 186 healing.
Faolthuwen receives 186 healing.
Faolthuwen receives 186 healing.
Resting starts...
Rested for 31 turns (stop reason: all resources and life at maximum).
Faolthuwen deactivates Beyond the Flesh.
Faolthuwen deactivates Eldritch Combat.
Faolthuwen deactivates Wildcast.
Faolthuwen deactivates Walking Blasphemy.