









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: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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. 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:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Wall Clock 1.6.0Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
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. Adventurer Evolutions 1.6.1Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. 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.
Opt-in Adventurers Parties 1.1.0Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Auto-usable Wards 1.3.0Modifies 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. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Better Item Description 1.6.0This 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 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:
Improved Auto-explore and Rest 1.6.0Quality 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Infinite Cat Points 1.4.0One Cat Point per level. 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. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Showing Items Tier in Inventory 1.6.0This 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 Select your Escorts 1.6.0Allows 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. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. Simplified Prodigy Requirements 1.6.0The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Female |
| Race | Hoardling |
| Class | Wyrmic |
| Level / Exp | 20 / 12% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 95 (base 47) |
| Dexterity | 27 (base 10) |
| Constitution | 58 (base 20) |
| Magic | 36 (base 1) |
| Willpower | 88 (base 41) |
| Cunning | 34 (base 10) |
Resources
| Life | 902/902 |
| Psi | 178/178 |
| Stamina | 378/378 |
| Equilibrium | 10 |
| Healing Factor | 1.5657894736842 |
| Regeneration | 21.504400359333 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 10 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 183 |
| Accuracy | 65 |
| Crit Chance | 36% |
| APR | 41 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 37% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +13% |
| Arcane | +18% |
| Mind | +20% |
| All | +5% |
| Light | +27% |
| Temporal | +12% |
| Fire | +11% |
| Nature | +24% |
Offense: Damage Penetration
| Nature | +53% |
| Fire | +58% |
| All | +33% |
Defense: Base
| Armour (hardiness) | 47.434296055558 (68.536585365854%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 52%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 59%( 70%) |
| Temporal | + 48%( 70%) |
| Physical | + 37%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Disarm Resistance | 82% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 711 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 3.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Hoardling | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| beneficial effect | The target is filled with miserly rage. Their damage is increased by 5%. Golden Claws |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
You failed to protect the lost tinker from death by Emowyn the giant army ant. Escort: lost tinker (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| Psionic focus | Kindlesever the yew longbow4.0 T3 longbow 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 light While equipped: Stats +14 Str dps ---------- Phys.pwr +34 (+7 eff.) Dmg.mod +12% light Res.pen +20% nature +14% all Acc +26 (+6 eff.) Apr +17 On Hit (Ranged): * 20% chance to slow global speed by 63% ----- def ----- Resists +9% light Longbows are used to shoot arrows at your foes. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Mayabredhewe (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+4 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Gunegas (20 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +8 Mag +4 Cun dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +8% acid +8% blight ----- def ----- Armour +4 Defense +20 (+6 eff.) Fatigue +3% Resists +15% acid +6% temporal +6% light Disease- +38% ---------- misc Stam/turn +0.90 Max.stam +26.00 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Korand the elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Crit.dmg- 15.00% HP.reg +4.00 Disarm- +20% Reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Flamesin0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Res.pen +25% fire ----- def ----- Armour +8 ---------- misc Infravis +3 Rings can have magical properties. |
| On fingers | gladiator's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Blind- +32% ---------- misc Infravis +4 See.Stealth +10 See.Invis +12 Rings can have magical properties. |
| Around neck | warrior's gold amulet of willpower (+7)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +7 Wil ----- def ----- Resists +11% physical ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
| In main hand | Unlighttrencher the stralite greatmaul (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +16 Str +16 Dex +16 Mag +16 Wil +16 Cun +14 Con dps ---------- Res.pen +19% all Acc +49 (+12 eff.) Apr +19 Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Defense +19 (+6 eff.) Resists +5% arcane +12% cold Disarm- +62% Massive two-handed mauls. |
| On hands | hardened leather gloves 'Infernosmash' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +6 Wil +10 Mag dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 10 arcane 11 temporal Ranged+ 11 temporal Dmg.mod +7% temporal +13% arcane +6% fire ----- def ----- Armour +2 Resists +6% arcane +24% temporal Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +18 arcane On Crit.r2 +9 arcane On Hit: 10% Manathrust 3 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | linen cloak 'Poruseramina' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Mag +8 Wil +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% 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, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 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
healing infusion of the psychic (heal 282; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 892%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 892% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 935%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 935% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 486; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 654; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 654 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 711; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 711 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 711; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 711 life over 5 turns. 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. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +14% nature +14% blight Poison- +26% Disease- +26% Amulets can have magical properties. |
Thunderfiend0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% lightning +12% acid Melee Ret 10 lightning ----- def ----- Armour +8 Resists +18% lightning +12% acid Rings can have magical properties. |
marksman's steel ring of nature (+26%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +13% nature Acc +12 (+3 eff.) ----- def ----- Resists +26% nature Rings can have magical properties. |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+5 eff.) Max.HP +32.00 Disarm- +32% Pinning- +32% Knockbk- +32% Rings can have magical properties. |
iron battleaxe (15-22.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
warbringer's steel battleaxe of erosion (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 nature While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +27% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
arcing steel dagger of the mystic (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Sharp, short and deadly. |
enhanced steel dagger of massacre (21.5-27.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 21.5 - 27.9 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +5 Cun +6 Con Sharp, short and deadly. |
Eilinodawe the steel greatmaul (24.5-36.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% 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 74 damage While equipped: Stats +6 Dex +3 Con dps ---------- Phys.spd +10% Acc +19 (+5 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 See.Invis +18 Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Porivea the Unlighttreason (50-80 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +16 physical While equipped: ----- def ----- Armour +8 Resists +18% darkness ---------- misc Max.stam +30.00 Massive two-handed swords. |
iron greatsword of massacre (26-41.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steady yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +6.0% Acc +15 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Hanukhad (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage While equipped: Stats +5 Dex +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +6% mind Res.pen +9% physical Acc +13 (+3 eff.) Apr +9 ----- def ----- Resists +9% mind Crit.dmg- 15.00% Sharp, long, and deadly. |
acidic steel mace of daylight (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +11 light Against +15% Undead On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Blunt and deadly. |
balanced steel mace (13.5-18.9 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% Blunt and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 132.34 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (265). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Turibers (22.5-31.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +12% physical Acc +30 (+7 eff.) ----- def ----- Defense +30 (+10 eff.) One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Prismwoe the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil +3 Cun +5 Con dps ---------- Res.pen +20% light ----- def ----- Resists +7% fire +7% cold A belt that goes around your waist. |
Tempestusher the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +24% lightning Res.pen +25% darkness Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Mind.save +7 (+3 eff.) A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
Camagen the Glitterraven (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +15% light ----- def ----- Defense +1 (+0 eff.) Max.HP +36.00 ---------- misc Light +2 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Spell.save +7 (+4 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +8 Mag +8 Wil ----- def ----- Resists +13% all ---------- misc Mana/turn +0.27 Psi/turn +0.33 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots 'Layytira' (0 def, 4 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Crit.dmg- 15.00% Die.at -60.00 life Pinning- +20% Teleport- +10% ---------- misc Infravis +2 A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
cinder hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+3 eff.) Melee+ 9 fire Dmg.mod +7% fire ----- def ----- Armour +2 Resists +7% fire Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 8.0 - 11.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +4% arcane +5% temporal ----- def ----- Armour +1 Fatigue +1% Resists +7% temporal Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +7 arcane On Crit.r2 +7 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of nature (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +1 (+0 eff.) Resists +18% nature A pointy cloth hat, very wizardly... |
Aereselenn the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +25 (+6 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% acid +15% nature +9% light +15% lightning ---------- misc Hate/m.crit +3.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 21 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +21 Defense +3 (+1 eff.) Fatigue +12% Resists +24% cold A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +21% acid HP.reg +3.70 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
Zanodugorn (6 def, 4 armour)9.0 T2 light armor [Random Unique] Disrupt/Master While equipped: Stats +2 Cun dps ---------- Phys.crit +5.0% Crit.mult +29.00% Phys.pwr +7 (+2 eff.) Mind.pwr +15 (+4 eff.) Res.pen +10% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +7% physical +14% nature Phys.save +16 (+6 eff.) A suit of armour made of leather. |
cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +4.40 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
rough leather armour 'Yvatira' (13 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +4.0% Phys.pwr +20 (+4 eff.) Res.pen +15% physical ----- def ----- Armour +2 Defense +13 (+4 eff.) Fatigue +6% Resists +18% cold ---------- misc See.Invis +12 A suit of armour made of leather. |
searing rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 10 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +14% acid +13% fire A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield of fire resistance (+24%) (0 def, 6 armour, 29-34.8 power, 73.5 block)7.0 T3 shield armor [Ego] Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +74 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +24% fire ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful steel shield (0 def, 4 armour, 13.5-16.2 power, 41 block)7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +41 On Crit.r2 +22 light +22 fire While equipped: dps ---------- On shield block: * Deals 111 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +9% light +8% fire ---------- misc Talents +1 Block Handheld deflection devices. |
tundral quiver of yew arrows (19/20, 29-40.6 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +30 cold On Crit.r2 +17 cold Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arcbright (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +12% lightning Res.pen +10% lightning Melee Ret 10 lightning 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- 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"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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dazzletitan the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Cun +6 Wil dps ---------- Res.pen +10% mind Melee Ret 4 mind 4 light ----- def ----- Max.HP +48.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gloranor the Tidetide2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% cold ----- def ----- Resists +9% mind +3% cold Max.HP +48.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Eclipserigor the pouch of steel shots (20/20, 31-37.2 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 31.0 - 37.2 Acid Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +20 darkness On Hit.r1 +20 acid On Crit.r2 +16 acid On Hit: * 20% chance to reduce damage dealt by 28% Shots are used with slings to pummel your foes to death. |
acidic pouch of steel shots of erosion (13/13, 23.5-28.2 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Nature Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 13 Ranged+ +11 nature On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots (19/19, 26-31.2 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +13.5% Capacity 19 On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
ash totem of thorny skin [power 33] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Xylratha the Hoardling Wyrmic level 7
26th Voratun 122nd year of Ascendancy at 19:32 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Xylratha the Hoardling Wyrmic level 10
25th Profit 122nd year of Ascendancy at 08:11 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Xylratha the Hoardling Wyrmic level 20
23rd Wealth 122nd year of Ascendancy at 10:43 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Xylratha the Hoardling Wyrmic level 15
14th Wealth 122nd year of Ascendancy at 21:44 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Xylratha the Hoardling Wyrmic level 11
27th Profit 122nd year of Ascendancy at 08:58 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Xylratha the Hoardling Wyrmic level 11
29th Profit 122nd year of Ascendancy at 19:34 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Xylratha the Hoardling Wyrmic level 15
14th Wealth 122nd year of Ascendancy at 17:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Xylratha the Hoardling Wyrmic level 9
25th Profit 122nd year of Ascendancy at 07:20 see stats
Log
Nerureba the giant fire ant hits Xylratha for 15 fire damage.
Nerureba the giant fire ant uses Flame Fury.
Xylratha is on fire!
Xylratha resists the punch!
Burning from Nerureba the giant fire ant hits Xylratha for 7 fire damage.
Nerureba the giant fire ant hits Xylratha for 20 fire damage.
Xylratha is empowered!
Melee retaliation hits Xylratha for 3 fire damage.
Xylratha hits Nerureba the giant fire ant for 224 physical, 11 temporal, 11 arcane, 18 light (264 total damage).
Nerureba the giant fire ant spits flames!
Burning from Nerureba the giant fire ant hits Xylratha for 7 fire damage.
Nerureba the giant fire ant hits Xylratha for 15 fire damage.
Melee retaliation hits Xylratha for 3 fire damage.
Xylratha hits Nerureba the giant fire ant for 176 physical, 12 temporal, 11 arcane, 18 light (217 total damage).
Nerureba the giant fire ant spits flames!
Burning from Nerureba the giant fire ant hits Xylratha for 7 fire damage.
Nerureba the giant fire ant hits Xylratha for 15 fire damage.
Melee retaliation hits Xylratha for 3 fire damage.
Xylratha hits Nerureba the giant fire ant for 174 physical damage.
Xylratha killed Nerureba the giant fire ant!
Xylratha stops burning.
Xylratha picks up ( .): Eclipserigor the pouch of steel shots (20/20, 31-37.2 power, 2 apr).
Xylratha deactivates Icy Skin.































































































































