









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Bastion 1.5.10A complete rework for Bulwark. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Proper Possession 1.5.0
Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
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. Showing Items Tier in Inventory 1.5.10This 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 Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] 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.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a 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.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Select your Escorts 1.5.10Allows 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. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Superhuman |
Class | Necromancer |
Level / Exp | 20 / 61% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 61 (base 41) |
Constitution | 63 (base 47) |
Magic | 68 (base 47) |
Willpower | 73 (base 47) |
Cunning | 68 (base 47) |
Resources
Mana | 431/431 |
Equilibrium | 20 |
Life | 1273/1273 |
Psi | 163/163 |
Stamina | 284/284 |
Soul | 15/19 |
Healing Factor | 1.3412017167382 |
Regeneration | 9.5560622317594 |
Speed
Mental | +4.5499999999999% |
Attack | +4.5499999999999% |
Movement | +54.2% |
Spell | +4.5499999999999% |
Global | +176.45217391304% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 4 |
See Stealth | 49.685430265688 |
See Invisible | 58.685430265688 |
Offense: Mainhand
Damage | 36 |
Accuracy | 46 |
Crit Chance | 48% |
APR | 2 |
Speed | 0.96 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 44% |
Speed | 0.95648015303682 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 43% |
Speed | 0.95648015303682 |
Offense: Damage Bonus
Nature | +7% |
Darkness | +14% |
Light | +22% |
Temporal | +9% |
Mind | +9% |
Physical | -6% |
Cold | +16% |
All | +4% |
Offense: Damage Penetration
Cold | +8% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 26.92 (35%) |
Defense | 43 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 50 |
Mental Save | 51 |
Defense: Resistances
Darkness | + 36%( 70%) |
Acid | + 31%( 70%) |
Light | + 42%( 70%) |
Temporal | + 30%( 70%) |
Cold | + 46%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 44%( 70%) |
All | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Confusion Resistance | 100% |
Fear Resistance | 40% |
Poison Resistance | 19% |
Blind Resistance | 66% |
Disarm Resistance | 62% |
Teleport Resistance | 19% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 431 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dread | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Chill | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Corpse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Reaper | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Vampirism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Pace Yourself |
talent | Soulwinds |
talent | Necrotic Aura |
talent | Elemental Harmony |
talent | Will o' the Wisp |
talent | Exploit Weakness |
talent | Beyond the Flesh |
beneficial effect | Countering melee attacks: Has a 43% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Equipment
Psionic focus | ![]() 0.0 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. |
Light source | ![]() 2.0 T1 lite [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Blind- +21% Confus- +11% ---------- misc Light +6 See.Stealth +6 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.7 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. 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. |
On head | ![]() 2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
On feet | ![]() 2.0 T1 feet armor [Unique] Arcane While equipped: ----- def ----- Armour +5 Hardiness +5% Fatigue +1% Phys.save +5 (+2 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% On Hit (Melee): * 10 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Resists +15% lightning +3% fire +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% * 15% chance to blind ----- def ----- Spell.save +6 (+2 eff.) Blind- +24% ---------- misc Light +3 Infravis +4 See.Stealth +7 See.Invis +8 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Melee Ret 8 light ----- def ----- Resists +12% light +9% fire Spell.save +6 (+2 eff.) Max.HP +29.00 Disarm- +23% Pinning- +22% Knockbk- +28% ---------- misc Light +3 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- On Hit (Melee): * 15% chance to blind ----- def ----- Resists +10% light +10% darkness Blind- +21% ---------- misc See.Invis +9 Amulets can have magical properties. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 fire On Crit.r2 +4 acid While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+2 eff.) Resists +6% acid +12% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 124.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +9% light Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +20% ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +23.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +15% physical ----- def ----- Armour +5 Defense +15 (+5 eff.) Rng.Def +6 (+2 eff.) Phys.save +13 (+5 eff.) Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) HP.reg +0.80 ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() 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 440 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. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (96% of a turn) Is a spell Description: Inflicts 481.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +20% nature +5% fire Melee Ret 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +18% fire Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 315 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 6% chance to inflict 15% damage reduction * 6% chance to blind ----- def ----- Fatigue -4% HP.reg +1.60 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck dps ---------- Crit.mult +10.00% Acc +12 (+4 eff.) Apr +13 ----- def ----- Defense +8 (+3 eff.) Unseen.red 11% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% acid +9% blight Acc +10 (+3 eff.) Apr +11 Melee Ret 16 blight On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +9 (+3 eff.) Spell.save +20 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +12% fire +15% light Res.pen +10% light ----- def ----- Resists +15% acid +24% fire ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +13% physical Res.pen +15% darkness +20% fire ----- def ----- Resists +12% fire +3% darkness +13% physical Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -7% Resists +9% blight ---------- misc Max.enc +32 Psi/ret +0.08 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T1 battleaxe 2H weapon [Unique] Arcane/Nature Power 10.0 - 15.0 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Psionic Power 23.5 - 35.3 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +14% Living +10% Unnatural While equipped: Stats +3 Wil Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 18.0 - 27.0 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +40 insidious poison On Crit: * cripple the target While equipped: Stats +4 Wil dps ---------- Phys.crit +9.0% Dmg.mod +6% fire ----- def ----- Fatigue -4% Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Light Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight +12 mind On Hit.r1 +16 mind On Hit: * 7% chance to disease While equipped: dps ---------- Res.pen +5% mind Melee Ret 4 light ----- def ----- Resists +6% mind Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Psionic Power 25.0 - 40.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +19 insidious poison +25 mind On Hit: * Slows global speed by 40% * 43% chance to cause random gloom While equipped: Stats +6 Cun +5 Wil ----- def ----- Resists +9% lightning Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +9 acid On Hit.r1 +6 fire While equipped: dps ---------- Dmg.mod +21% acid +32% physical +12% temporal Res.pen +11% physical +5% arcane +8% temporal ----- def ----- Resists +3% fire ---------- misc Cooldown Pin Down -1 Arrow Stitching -1 Fragmentation Shot -2 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +14 cold While equipped: dps ---------- Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% Phasing +20% On Hit: 10% Manathrust 2 While equipped: Stats +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Resists +6% blight +6% fire +9% light +6% cold Heal/summ +30 Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) Heal.mod +11% Heal/summ +10 ---------- misc Equi/ret +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Max.HP +18.00 HP.reg +0.80 Disease- +12% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid +3% fire ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +9% mind +3% fire Phys.save +7 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+3 eff.) Disease- +5% Cut- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +13 (+4 eff.) Dmg.mod +15% light ----- def ----- Resists +3% lightning +6% temporal +3% light HP.reg +1.50 Heal.mod +26% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire On Hit (Melee): * 10 arcane resource burn * 13% chance to blind ----- def ----- Defense +11 (+4 eff.) Resists +6% darkness +3% light Cut- +5% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 124.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 draining blight While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- HP.leech%% +5% HP.leech +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.3% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 acid +15 cold +11 mind On Hit: * 10% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +3% acid +9% fire One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +20% light +25% fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% fire Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +6% Crit.mult +13.00% Res.pen +20% light Acc +5 (+1 eff.) Apr +7 Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid Spell.save +8 (+2 eff.) Stealth +7 ---------- misc Max.mana +40.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.4 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 12 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +12% nature Melee Ret 4 darkness On Melee Ret: * 4 arcane resource burn * Slows global speed by 4% ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +18% nature +12% light Phys.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% cold On Melee Ret: * Slows global speed by 3% * 4 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning Melee Ret 12 blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +15% lightning A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +6% blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 148.73 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +3% Crit.mult +9.00% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Die.at -40.00 life Max.HP +20.00 HP.reg +0.20 ---------- misc Psi/turn +0.20 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +24% nature Res.pen +20% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.41 to 157.24 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +11% light +11% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy Armour Training [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% temporal ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% acid +16% fire +5% arcane +15% lightning A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +5 Wil +6 Cun +2 Con dps ---------- Apr +3 ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +16% Resists +7% acid +7% cold Mind.save +25 (+9 eff.) ---------- misc Equi/ret +0.08 Breathe water A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy Armour Training [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. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +36.00 HP.reg +4.30 Heal.mod +12% A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Melee+ 6 acid Res.pen +5% lightning Melee Ret 13 acid 8 lightning ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +17% lightning +11% arcane ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Random Unique] Arcane/Master While equipped: Stats +2 Mag +4 Con dps ---------- Dmg.mod +6% mind Melee Ret 4 mind On Melee Ret: * 13% chance to blind ----- def ----- Armour +2 Defense +12 (+4 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +6% lightning +17% fire +12% light Proj.evade +6% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Psionic Power 31.0 - 43.4 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 Rld cld 3 Ranged+ +36 physical On Hit.r1 +20 fire On Crit.r2 +8 arcane On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 12.0 - 16.8 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +1.0% Capacity 12 On Hit.r1 +8 acid On Hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Random Unique] Disrupt/Psionic While equipped: ----- def ----- Resists +3% nature +9% darkness +6% all Spell.save +24 (+8 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T3 shot ammo [Random Unique] Nature/Disrupt Power 36.0 - 43.2 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 Ranged+ +18 insidious poison +11 fire +8 mind On Hit.r1 +8 mind +4 darkness On Crit.r2 +8 fire On Hit: * Slows global speed by 5% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Random Unique] Master Power 34.0 - 40.8 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 bleed +8 mind On Hit: * 40% chance to blind On Crit: * wounds the target for 7 turns: 10 bleeding, 44% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 19.0 - 22.8 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +8 cold Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Mind.save +3 (+1 eff.) Cut- +20% Silence- +5% ---------- misc Talents +2 Telekinetic Blast +3 Silence Cooldown Silence -2 Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 65 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 20 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
![]() 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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
By Fucker uper the Superhuman Necromancer level 17
11st Dusk 122nd year of Ascendancy at 22:21 see stats
By Fucker uper the Superhuman Necromancer level 10
5th Mirth 122nd year of Ascendancy at 11:51 see stats
By Fucker uper the Superhuman Necromancer level 20
13rd Dusk 122nd year of Ascendancy at 10:57 see stats
By Fucker uper the Superhuman Necromancer level 17
11st Dusk 122nd year of Ascendancy at 16:05 see stats
By Fucker uper the Superhuman Necromancer level 9
3rd Mirth 122nd year of Ascendancy at 04:31 see stats
By Fucker uper the Superhuman Necromancer level 15
10th Flare 122nd year of Ascendancy at 14:30 see stats
By Fucker uper the Superhuman Necromancer level 15
1st Summertide 122nd year of Ascendancy at 20:37 see stats
By Fucker uper the Superhuman Necromancer level 7
76th Pyre 122nd year of Ascendancy at 05:43 see stats
Log
You pickup 0.75 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.85 gold pieces.
Fucker uper picks up (u.): ash longbow of cold.
Fucker uper picks up (C.): ash magestaff of blood (15-18 power, 3 apr, cold element).
Lore found: Cloud Caller
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
You pickup 0.55 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
Fucker uper picks up (F.): Blazecutter the rough leather belt.
Fucker uper picks up (e.): Earthen Beads.
Lore found: Earthen Beads
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Fucker uper deactivates Elemental Harmony.
Fucker uper deactivates Exploit Weakness.
Fucker uper deactivates Blurred Mortality.
Fucker uper deactivates Beyond the Flesh.
Fucker uper deactivates Soulwinds.
Fucker uper deactivates Pace Yourself.
Fucker uper deactivates Will o' the Wisp.
Fucker uper deactivates Necrotic Aura.