









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Convenient Digging 1.5.5 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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 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. 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 32 / 100% |
Size | big |
Lifes / Deaths | Killed by Betarialaith the sandworm at level 20 on the 20th Haze 122nd year of Ascendancy at 21:28 1 / 5Killed by gigantic gravity worm at level 20 on the 22nd Haze 122nd year of Ascendancy at 15:53 Killed by Silirin the storm drake hatchling at level 21 on the 28th Haze 122nd year of Ascendancy at 22:30 Killed by Aerutta the corrupted acidic digestor at level 30 on the 10th Decay 122nd year of Ascendancy at 17:59 Killed by worm that walks at level 32 on the 10th Allure 123rd year of Ascendancy at 14:48 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 42 (base 29) |
Constitution | 13 (base 11) |
Magic | 10 (base 10) |
Willpower | 55 (base 48) |
Cunning | 14 (base 10) |
Resources
Life | 865/865 |
Paradox | 380 |
Stamina | 316/316 |
Equilibrium | 0 |
Healing Factor | 1.4445901639344 |
Regeneration | 2.3835737704918 |
Speed
Mental | +6.58745481295% |
Attack | +6.58745481295% |
Movement | -55.796683224497% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 12.826199174723 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 211 |
Accuracy | 57 |
Crit Chance | 22% |
APR | 19 |
Speed | 0.75 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 0.93819671532161 |
Offense: Damage Bonus
Acid | +55% |
Physical | +25% |
Cold | +13% |
All | 0% |
Lightning | +34% |
Light | +3% |
Temporal | +9% |
Fire | +13% |
Nature | +10% |
Offense: Damage Penetration
Lightning | +37% |
Acid | +52% |
Physical | +27% |
Cold | +27% |
Fire | +27% |
Defense: Base
Armour (hardiness) | 46.999999999999 (87.462686567164%) |
Defense | 26 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 33 |
Mental Save | 52 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 61%( 70%) |
All | + 10%( 70%) |
Darkness | + 44%( 70%) |
Light | + 24%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 41%( 70%) |
Physical | + 33%( 70%) |
Fire | + 35%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Stun Resistance | 34% |
Poison Resistance | 15% |
Blind Resistance | 9% |
Inscriptions (4/4)
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: 13 Travel Speed: instantaneous Usage Speed: Standard (75% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (75% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.46 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lone alchemist from death by Xanera the giant green ant. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Spell.pwr +5 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Acc +6 (+1 eff.) Melee Ret 16 fire ----- def ----- Armour +6 Fatigue -6% Resists +5% physical +8% fire Die.at -40.00 life ---------- misc Max.stam +10.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +9% temporal +16% light +9% blight +3% nature +20% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +8 Str +2 Dex +2 Con dps ---------- Crit.mult +6.00% Dmg.mod +12% physical ----- def ----- Resists +6% nature Phys.save +10 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +10 (+4 eff.) Max.HP +79.00 HP.reg +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% acid ----- def ----- Resists +9% acid Max.HP +54.00 HP.reg +1.00 Heal.mod +12% Heal/summ +50 ---------- misc Max.hate +4.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +22% lightning Mind.save +30 (+10 eff.) Poison- +15% Cut- +10% Stun/Frz- +25% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | ![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% light Acc +16 (+4 eff.) ----- def ----- Armour +2 Def/telep +10 Res/telep +10% Dur/telep +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T4 massive armor [Random Unique] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +6% nature +9% temporal ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +13% physical +18% darkness +6% temporal +16% fire +15% nature +26% cold ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% lightning Res.pen +10% lightning +25% acid Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid Melee Ret 8 arcane 8 acid ----- def ----- Resists +5% arcane +12% acid ---------- misc Masteries +0.16 Wild-gift/Higher draconic abilities Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() 0.1 T1 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 51 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (75% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (75% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 624% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -463 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -394 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 111.08 to 333.23 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +2 Con dps ---------- Res.pen +25% physical ----- def ----- Armour +4 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue -6% Resists +5% arcane +6% blight Crit.dmg- 15.00% Spell.save +6 (+3 eff.) Mind.save +20 (+7 eff.) HP.reg +1.30 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Dmg.mod +12% blight Res.pen +25% temporal ----- def ----- Resists +15% fire +14% cold ---------- misc Mana/turn +0.32 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Dex +6 Mag ----- def ----- Fatigue -4% Resists +15% blight +12% fire +14% nature Poison- +21% Disease- +28% ---------- misc See.Invis +18 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning ----- def ----- Resists +18% lightning ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +24.00% Spell.pwr +7 (+6 eff.) Dmg.mod +8% blight +9% fire Acc +2 (+0 eff.) ----- def ----- Phys.save +30 (+10 eff.) Max.HP +60.00 Heal.mod +15% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +14 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +30% mind +30% temporal Confus- +50% Pinning- +39% Knockbk- +41% ---------- misc Max.vim +20.00 Infravis +1 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Crit.mult +3.00% Phys.pwr +4 (+1 eff.) Dmg.mod +10% nature +3% fire Melee Ret 8 fire ----- def ----- Armour +6 Resists +20% nature Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +4 Cun +4 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Phys.save +38 (+13 eff.) Mind.save +10 (+4 eff.) Max.HP +56.00 HP.reg +0.90 Heal.mod +11% Silence- +10% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Mind.save +8 (+3 eff.) HP.reg +0.40 Heal.mod +35% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Crit.dmg- 15.00% Spell.save +42 (+16 eff.) Poison- +15% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Cun +4 Con dps ---------- Melee+ 10 bleed Ranged+ 5 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Spell.crit +4% Spell.pwr +24 (+14 eff.) Dmg.mod +25% darkness ----- def ----- Armour +2 Resists +1% physical +9% mind +3% nature HP.reg +2.00 Heal.mod +37% Disarm- +5% ---------- misc Mana/turn +0.24 Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+8 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.18 Max.mana +74.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Normal] Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom * 40% chance to disease While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight Melee Ret 16 blight ----- def ----- Resists +6% blight Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 154% Range: 1.5x Uses 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +10 (+2 eff.) Apr +16 ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +9% cold +9% nature +4% physical Blind- +15% Stun/Frz- +15% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 162% Range: 1.5x Uses 120% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 111% Melee+ +10 blight On Hit: * 9% chance to disease While equipped: Stats +5 Dex dps ---------- Acc +14 (+3 eff.) Melee Ret 8 blight 12 light On Hit (Melee): * 15% chance to blind ---------- misc Light +3 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Psionic Power 155% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +54 insidious poison On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +10 (+7 eff.) Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 darkness Against +19% Living On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% temporal Melee Ret 12 darkness On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+7 eff.) Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [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 +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 18 acid damage in a 4 radius ball. This damage will increase by 11% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 1.0 T3 dagger 1H weapon [Normal] Power 117% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane Power 134% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 acid +5 light Against +11% Undead On Crit: * splashes the target with acid Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 136% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +17 Crit +8.0% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This natural lightning should be returned to the wyrm. Power 89% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +2 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% lightning +3% mind Res.pen +6% lightning Melee Ret 5 lightning ----- def ----- Resists +4% lightning +6% darkness Max.HP +16.00 HP.reg +0.70 Heal/summ +10 ---------- misc Psi/ret +0.12 Hate/kill +2.00 Psi/kill +2.00 Telepathy Humanoid/Orc Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 52.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 18 cooldown 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. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +17 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Acc +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 20% chance to daze at end of turn While equipped: Stats +6 Str +5 Dex +3 Mag +5 Wil +5 Cun +6 Con dps ---------- Phys.crit +14.0% Mind.pwr +4 (+2 eff.) Res.pen +14% lightning +20% physical +5% mind Phasing +75% Acc +11 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Longbows are used to shoot arrows at your foes. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +6% physical +18% cold ----- def ----- Resists +6% lightning +8% blight +25% cold +6% nature +12% acid Max.HP +55.00 HP.reg +2.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature 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. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +13% temporal +6% physical Res.pen +7% temporal +10% physical ----- def ----- Defense +2 (+1 eff.) Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T2 heavy armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +44.00 A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% blight +15% temporal Res.pen +10% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +7% acid +9% physical +9% temporal +8% fire +8% lightning +7% cold Disarm- +28% Stun/Frz- +23% Knockbk- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +24% Resists +5% physical Phys.save +13 (+5 eff.) A suit of armour made of metal plates. |
![]() 1.0 T2 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. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +5% acid ----- def ----- Armour +7 Defense +9 (+4 eff.) Resists +5% arcane +6% lightning Phys.save +14 (+5 eff.) Spell.save +38 (+15 eff.) Max.HP +41.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +3 (+1 eff.) Acc +4 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) D.Red.from +21% Summoned Phys.save +17 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness ---------- misc Light +3 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) 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 [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +6% physical Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal Max.HP +20.00 Heal.mod +5% ---------- misc Max.psi +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% mind Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% Resists +15% mind Phys.save +11 (+4 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% mind Res.pen +5% nature +10% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue -2% Resists +12% nature Phys.save +7 (+3 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Mag dps ---------- Phys.pwr +4 (+1 eff.) S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +2% Resists +6% physical +7% cold +6% fire ---------- misc Stam/turn +1.00 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +7% temporal ---------- misc Stam/turn +0.60 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +8% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +3 Con dps ---------- Melee+ 6 fire Dmg.mod +4% fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue -2% Resists +3% lightning +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 46.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Resists +9% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% acid Melee Ret 8 acid ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +12% cold +6% darkness +5% arcane A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +13% mind +6% blight Phasing +50% Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind Phys.save +10 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Mana/s.crit +4.00 Max.mana +80.00 Max.psi +24.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Arcane/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +13% blight ----- def ----- Defense +2 (+1 eff.) Resists +13% blight Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 17 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str +4 Dex dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% physical ----- def ----- Armour +11 Fatigue +5% Resists +14% fire +9% light +14% cold ---------- misc Max.stam +10.00 A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% fire Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +4% Phys.save +17 (+6 eff.) Max.HP +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +15% light +18% fire Apr +5 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +20% blight +9% fire +3% lightning +10% cold Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +21% blight Res.pen +15% blight ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +13% temporal +10% nature +6% blight Phys.save +25 (+9 eff.) Spell.save +7 (+4 eff.) Max.HP +78.00 Heal.mod +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) ----- def ----- Fatigue -6% Resists +9% darkness ---------- misc Light +2 Infravis +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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +5% acid Phasing +10% ---------- misc Mana/turn +0.08 Max.mana +20.00 Light +2 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +12% ---------- misc Light +2 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. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +8 Mag +2 Cun dps ---------- Apr +6 ----- def ----- Fatigue -2% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature +9% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Apr +2 ----- def ----- Armour +6 Phys.save +10 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) Max.HP +51.00 ---------- misc Stam/turn +0.60 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% arcane ----- def ----- Armour +14 Resists +9% fire Phys.save +9 (+3 eff.) Blind- +15% ---------- misc Wards +2 lightning +2 temporal +2 blight +2 fire +1 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 48 to 97 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Void Blast Fire a bolt of a random element with (base) damage 112 to 223 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By goggo the Cornac Wyrmic level 24
34th Haze 122nd year of Ascendancy at 04:24 see stats
By goggo the Cornac Wyrmic level 21
24th Haze 122nd year of Ascendancy at 10:51 see stats
By goggo the Cornac Wyrmic level 31
2nd Wintertide 123rd year of Ascendancy at 09:50 see stats
By goggo the Cornac Wyrmic level 10
6th Dusk 122nd year of Ascendancy at 01:28 see stats
By goggo the Cornac Wyrmic level 20
20th Haze 122nd year of Ascendancy at 19:49 see stats
By goggo the Cornac Wyrmic level 30
7th Decay 122nd year of Ascendancy at 20:52 see stats
By goggo the Cornac Wyrmic level 16
47th Dusk 122nd year of Ascendancy at 22:05 see stats
By goggo the Cornac Wyrmic level 30
10th Decay 122nd year of Ascendancy at 09:28 see stats
By goggo the Cornac Wyrmic level 17
9th Haze 122nd year of Ascendancy at 02:04 see stats
By goggo the Cornac Wyrmic level 10
6th Dusk 122nd year of Ascendancy at 22:04 see stats
By goggo the Cornac Wyrmic level 7
7th Mirth 122nd year of Ascendancy at 08:43 see stats
By goggo the Cornac Wyrmic level 27
44th Haze 122nd year of Ascendancy at 17:26 see stats
By goggo the Cornac Wyrmic level 25
35th Haze 122nd year of Ascendancy at 07:42 see stats
By goggo the Cornac Wyrmic level 18
13rd Haze 122nd year of Ascendancy at 11:53 see stats