





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Sight Overhaul 1.5.3 QuickTome: Resource Tweaks 1.3.1 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. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.5.0Allows 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. Improved Auto-explore and Rest 1.5.5Quality 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. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Better Item Description 1.5.5This 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 QuickTome: Arena Skip 1.3.1 Forbidden Cults 1.5.9Official 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.
|
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 34 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 55 (base 52) |
| Dexterity | 35 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 93 (base 55) |
| Willpower | 9 (base 1) |
| Cunning | 36 (base 10) |
Resources
| Life | 671/671 |
| Hate | 100/100 |
| Vim | 162/162 |
| Healing Factor | 0.56382978723404 |
| Regeneration | 42.986382978723 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +59.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 62 |
| Crit Chance | 17% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 62 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -45% |
| Physical | -52% |
| Cold | -49% |
| All | -60% |
Offense: Damage Penetration
| Temporal | +25% |
| Mind | +15% |
| Physical | +8% |
| Cold | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 49.5 (43.636363636364%) |
| Defense | 25 |
| Ranged Defense | 38 |
| Fatigue | 16 |
| Physical Save | 33 |
| Spell Save | 39 |
| Mental Save | 32 |
Defense: Resistances
| Acid | +100%(100%) |
| Nature | + 27%(100%) |
| Darkness | + 27%(100%) |
| Blight | +100%(100%) |
| Cold | + 42%(100%) |
| Fire | + 25%(100%) |
| All | + 25%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -776 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 7 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Worm that Walks Link |
| beneficial effect | A flow of life spins around the target, regenerating 75.24 life per turn. Regeneration |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | yew totem of thorny skin 'Earthquench' [power 40] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% blight Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% nature +3% darkness Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings can have magical properties. |
| On fingers | Zydunayon the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Res.pen +25% temporal ----- def ----- Spell.save +10 (+3 eff.) ---------- misc Vim/s.crit +4.00 Max.mana +100.00 Rings can have magical properties. |
| On fingers | Salyrebeth the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Dex +9 Mag +4 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
| On fingers | Malogadramas the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +8 Wil +8 Cun dps ---------- Mind.crit +7% Res.pen +15% mind Acc +9 (+3 eff.) ---------- misc Equi/ret +0.24 Hate/m.crit +3.00 Rings can have magical properties. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| Main armor | Belyserin the dwarven-steel mail armour (13 def, 28 armour)14.0 T3 heavy armor [Rare] Psionic While equipped: Stats +3 Str +4 Cun +2 Con dps ---------- Phys.pwr +8 (+3 eff.) Melee Ret 16 physical ----- def ----- Armour +28 Defense +13 (+6 eff.) Fatigue +16% Mind.save +17 (+8 eff.) Max.HP +40.00 A suit of armour made of mail. |
| In off hand | Ebonybreaker of the Blightspawn (140% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 light Against +12% Undead On Hit: 20% Netherblast 3 While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Apr +7 Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +12% fire Mind.save +6 (+3 eff.) On Spell Hit: 20% Netherblast 3 Sharp, long, and deadly. |
| In main hand | Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Inventory
Elassra the Starbreacher (129% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Psionic Power 130% Range: 1.4x Uses 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +34 insidious poison +8 temporal +10 nature On Hit: * 40% chance to blind * Slows global speed by 40% * 25% chance to put talents on cooldown While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +3% acid +6% lightning +6% light +5% arcane Sharp, long, and deadly. |
Shadowhunt (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 133% Range: 1.4x Uses 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +15% blight Res.pen +15% blight Melee Ret 20 darkness On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% blight Blunt and deadly. |
Robe of the Worm (Improved) (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
steel mail armour 'Prismprophet' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% blight +12% light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% blight +7% physical Phys.save +13 (+7 eff.) A suit of armour made of mail. |
Mail of the Kar'Krul (10 def, 14 armour)14.0 T5 heavy armor [Unique] Arcane While equipped: Stats +10 Mag dps ---------- Melee Ret 20 ice ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +14% Resists +30% light +30% cold +30% darkness +30% arcane Spell.save +20 (+7 eff.) ---------- misc Spell.cld 10% Shatter: Level 5.0 Pwr.cost 50 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 147.60 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses All affected foes will get the wet effect. At most, it will affect 7 foes. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. This item has been sent to the Item's Vault. |
Dagavon1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Mind.pwr +5 (+2 eff.) Res.pen +25% physical ----- def ----- Armour +4 Resists +2% physical Phys.save +10 (+5 eff.) A belt that goes around your waist. |
hardened leather belt 'Nightpiercer'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Mag dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue -8% Crit.dmg- 10.00% Phys.save +18 (+8 eff.) A belt that goes around your waist. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Achievements
Log
Uthia killed Orc berserker!
The shield around Uthia crumbles.
Talent Shed Skin is ready to use.
Uthia calms down.
There is a next level here (press '' or right click to use).
Character control switched to worm that walks (servant of Uthia).
Worm that walks (servant of Uthia) uses Infusion: Regeneration.
Worm that walks (servant of Uthia) starts regenerating health quickly.
Worm that walks (servant of Uthia) deactivates Infestation.
Worm that walks (servant of Uthia) activates Infestation.
Worm that walks (servant of Uthia) deactivates Ruin.
Worm that walks (servant of Uthia) activates Ruin.
Worm that walks (servant of Uthia) deactivates Worm that Walks Link.
Worm that walks (servant of Uthia) activates Worm that Walks Link.
Worm that walks (servant of Uthia) stops regenerating health quickly.
There is a next level here (press '' or right click to use).
Talent Infusion: Regeneration is ready to use.
Worm that walks (servant of Uthia) uses Infusion: Regeneration.
Worm that walks (servant of Uthia) starts regenerating health quickly.
Worm that walks (servant of Uthia) deactivates Ruin.
Worm that walks (servant of Uthia) deactivates Worm that Walks Link.
Worm that walks (servant of Uthia) stops regenerating health quickly.
Worm that walks (servant of Uthia) deactivates Infestation.
Uthia deactivates Chaos Orbs.









































