
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Pulverize Again 1.6.4Restores Pulverizing Auger as an Arcane Combat option. Trapmaker Class 1.7.4Adds the Trapmaker class. 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. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Ashes of Urh'Rok 1.7.4Official 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:
WorldEater Revival 1.7.4Original by: DevilinDupriest "A rare sub-breed of Ogre, the result of experiments to focus the...aggressive appetites shown in battle by some during the Allure Wars. Worldeaters were trained in combat, although not quite to the degree of elite warriors, but developed further quirks after experiencing the brutality of war. Each Worldeater tends to develop their own path: some have their bodies and of their enemies deformed to physical forces of the world; others, their visages are permanently marred by their powerful minds; lastly, there are those who bring the arcane into their bodies lost in the thrill of battle." 1.1.4 Mistakes were made
Because you can't start your adventure over water...
1.1.3 Descriptions, Lore, minimal stuff
Changed birth Location to Kroshkkur.
1.1.2 Spellpower Rework
Removed Talent Trees: Technique/Combat Techniques, Wild Gift/Sand Drake
Added Talent Trees: Corruptions/Black Magic, Spell/Necrosis
Too many Physical trees, making it (still) a bit confusing. Not enough Magic focused Generic Talent Trees.
1.1.1 Pugilism Emergency Fix, Physical power Rethinking
Readded Talent Tree: Technique/Pugilism (Removed by mistake)
Removed Talent Trees: Technique/Shield Defence, Technique/Shield Offence
Added Talent Trees: Technique/Combat Veteran, Technique/Superiority
Initial Talents added: Unnatural Body, Vitality (Must have "Auto-assign talent points at birth" 'Enabled' for it to work
Changed Masteries to reflect a bit of the new concept. Those directly related to changing the morphology of the body should have higher mastery than technical ones. Feel free to comment. I might have to change Physical power a bit...
1.1.0 Initial Release: Mindpower Rebalance
Removed Talent Trees: Cursed/Dark Sustenance, Wild Gift/Fungus
Added Talent Trees: Cursed/Cursed Form, Cursed/Gestures, Cursed/Cursed Form
Rewrote description of the class to reflect the remade class.
Ignore Race/Class Locks 1.7.0Modifies 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: Ritual 1.7.4Allows for spending gold to increase attributes and unspent points. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Infinite Demon Seeds Levelup 1.7.4Allows demon seeds to levelup up to level 1000. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 WorldEater Class Addon 1.5.1During the Allure Wars, the ogre race went through several experimental attempts at improving them even further. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Arcane Combat Tweaks 1.7.0Tweaks to the Arcane Command configuration dialog. Notable features:
Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: High Guard 1.7.0Adds 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 Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Embers of Rage 1.7.4Official 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:
Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe. * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns. * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy. * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents. * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies. * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes. * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot. * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies. * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents. * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Inferno Race Pack 1.7.0Adds a collection of my races. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Tempo 1.7.0Adds a brief delay in between actors' turns whenever you are in combat and there are more than 2 actors visible, hopefully making large fights easier to follow. VFX are added to highlight actors as they move, and to highlight the player when it is their turn. This addon hard-overwrites the code for progressing the game's turns; as such, I cannot guarantee stability, nor compatibility with other addons that interact with how turns play out. ZOmnibus Addon Pack 1.7.4Combines 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: Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Proper Possession 1.7.0
Frequently Asked Questions: Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: |
Campaign | Infinite |
Mode | Madness Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer (Stalker) |
Level / Exp | 25 / 32% |
Size | big |
Lifes / Deaths | Killed by golem at level 7 on the 76th Pyre 122nd year of Ascendancy at 20:20 4 / 3Killed by Layobredabeth the giant red ant at level 19 on the 9th Mirth 122nd year of Ascendancy at 07:42 Killed by Vor, Grand Geomancer of the Pride at level 25 on the 2nd Summertide 122nd year of Ascendancy at 06:59 |
Primary Stats
Strength | 106 (base 25) |
Dexterity | 127 (base 55) |
Constitution | 101 (base 54) |
Magic | 42 (base 34) |
Willpower | 18 (base 1) |
Cunning | 60 (base 55) |
Resources
Negative | 122/122 |
Life | -179/1134 |
Psi | 88/88 |
Paradox | 320 |
Stamina | 192/205 |
Healing Factor | 1.6236838012659 |
Regeneration | 154.78577677468 |
Speed
Mental | +66.292147129645% |
Attack | +7.8216632981311% |
Movement | +160.04994580965% |
Spell | +34.648820533383% |
Global | +151.85463782052% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 4 |
See Stealth | 11 |
See Invisible | 10 |
Offense: Barehand
Damage | 64 |
Accuracy | 85 |
Crit Chance | 76% |
APR | 66 |
Speed | 0.48 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 42% |
Speed | 0.74267267699688 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 58% |
Speed | 0.92745740458016 |
Offense: Damage Bonus
Acid | +16% |
Blight | +9% |
Physical | +43% |
Mind | +12% |
All | +6% |
Lightning | +9% |
Temporal | +16% |
Arcane | +10% |
Darkness | +12% |
Fire | +18% |
Nature | +16% |
Offense: Damage Penetration
Darkness | +38% |
Temporal | +35% |
Mind | +38% |
Physical | +59% |
Cold | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 92 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 34 |
Mental Save | 45 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 9%( 70%) |
Bleed | + 10%( 70%) |
All | + 4%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 16%( 70%) |
Light | + 14%( 70%) |
Temporal | -3%( 70%) |
Cold | + 9%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 7%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 82% |
Teleport Resistance | 100% |
Blind Resistance | 63% |
Silence Resistance | 100% |
Bleed Resistance | 72% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
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 420 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Quantum Theory | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Quantum Coherence | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Dusk's Aura | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Talent perfection | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Technique / Primal Agility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Primal Might | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Prajna | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Wrathwrought | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Battleborn | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Footwork | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Aura of the Dusk |
talent | Not Really Here |
talent | Specialty |
talent | Spring Attack |
talent | Auspex |
talent | Deja Vu |
talent | Intuition |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
beneficial effect | The Slider is on a run... as always... 100% charged up, gaining 100% stun and pin immunity. Always on the Run |
beneficial effect | Target has +33 defense, +0% resistance to stuns, +0% resistance to pins, and takes 6% less direct damage Moving Target |
beneficial effect | A flow of life spins around the target, regenerating 84.08 life per turn. Regeneration |
beneficial effect | Flat damage reduction is increased by 2. 1 Adapt |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases defense by 16. Mobile Defense |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 92 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (92)Turns left: 55 You completed the challenge and received: +6 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (308)Turns left: 97 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 401 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (401)Turns left: 121 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 80 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (80)Turns left: 40 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Vorymina the dreaming horror'. Infinite Dungeon Challenge (Level 24): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): PacifistYou completed the challenge and received: +1 Category Point and +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +1 Category Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Xota the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +9%(-) physical Spell save: +6 (+3 eff.) (-) Only die when reaching: -20.00 life (-) Maximum stamina: +20.00 (-) Light radius: +6 (-) 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 | ![]() rough leather cap 'Zabers' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +1(-) Dex Changes resistances: +5%(-) arcane / +5%(-) cold Allows you to breathe in: water Light radius: +3 (-) See invisible: +3 (-) A cap made of leather. |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() gold ring 'Balisagar' Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1(-) Str / +1(-) Dex / +3(-) Mag / +7(-) Wil / +2(-) Con Reduces incoming crit damage: 15.00% (-) Spell save: +14 (+7 eff.) (-) Mental save: +10 (+3 eff.) (-) Blindness immunity: +24% (-) Maximum stamina: +13.00 (-) Infravision radius: +4 (-) See stealth: +11 (-) See invisible: +7 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Flaretide the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-7) Wil / +0(-2) Con Changes resistances: +3% fire / +3% temporal / +6% bleed Changes resistances penetration: +5% cold Changes damage: +12% fire Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +0 (+0 eff.) (-14 (-7 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Blindness immunity: +0% (-24%) Cut immunity: +22% Life regen: +1.00 Maximum stamina: +0.00 (-13.00) Infravision radius: +0 (-4) See stealth: +0 (-11) See invisible: +0 (-7) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Glekira the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(-) Cun / +3(-) Wil Changes resistances: +6%(-) acid / +6%(-) nature / +6%(-) darkness Damage against: +15% (-)Summoned Reduced damage from: +21% (-)Summoned Only die when reaching: -80.00 life (-) Maximum life: +100.00 (-) A belt that goes around your waist. |
Main armor | ![]() Eilinowyn the woollen robe (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1(-) Str / +1(-) Con Changes resistances: +15%(-) acid / +10%(-) darkness / +15%(-) nature / +11%(-) mind / +9%(-) all Changes damage: +10%(-) acid / +10%(-) nature Critical mult.: +10.00% (-) Reduces incoming crit damage: 10.00% (-) Physical save: +11 (+4 eff.) (-) Spell save: +11 (+6 eff.) (-) Mental save: +20 (+7 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | ![]() Duvofang the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Damage when hit (Melee): 6(-) blight Changes stats: +3(-) Mag / +1(-) Cun / +1(-) Con Changes resistances penetration: +10%(-) temporal Physical save: +13 (+4 eff.) (-) Mental save: +13 (+4 eff.) (-) Silence immunity: +54% (-) Confusion immunity: +47% (-) Stun/Freeze immunity: +62% (-) A pair of boots made of leather. |
On hands | ![]() hardened leather gloves 'Zeruregochik' (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes stats: +2(-) Mag / +5(-) Wil Changes damage: +4%(-) arcane / +3%(-) blight When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 125% (-) Damage (Melee): +6(-) arcane Damage (radius 2) on crit: +7(-) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | ![]() enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) (-) Physical 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. |
Around neck | ![]() Keldil the Galegasher Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4(-) darkness Changes stats: +2(-) Wil Changes resistances: +12%(-) lightning / +10%(-) light / +14%(-) darkness Changes damage: +3%(-) lightning Mental save: +5 (+2 eff.) (-) Blindness immunity: +24% (-) Cut immunity: +50% (-) Confusion immunity: +11% (-) Mindpower: +7 (+3 eff.) (-) Healing mod.: +12% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion of the psychic (speed 454%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454%(-22%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shatter afflictions rune of the psychic (absorb 41; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17(+4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 41(-85) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Constitution, +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the titan (absorb 129; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 129(+3) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Wil / +3 Con Changes resistances: +0%(-12%) lightning / +0%(-10%) light / +0%(-14%) darkness Changes damage: +0%(-3%) lightning Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +0% (-24%) Cut immunity: +0% (-50%) Confusion immunity: +0% (-11%) Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Healing mod.: +0% (-12%) Amulets make your neck look great! |
![]() riftstone copper amulet of cunning (+3) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +3 Cun / +0(-2) Wil Changes resistances: +0%(-12%) lightning / +6% temporal / +0%(-10%) light / +6% mind / +0%(-14%) darkness Changes damage: +0%(-3%) lightning Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +0% (-24%) Cut immunity: +0% (-50%) Confusion immunity: +0% (-11%) Psi when firing a critical mind attack: +3.00 Maximum psi: +5.00 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Healing mod.: +0% (-12%) Amulets make your neck look great! |
![]() Heatworm Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 0(-4) darkness / 8 fire Changes stats: +7 Lck / +0(-2) Wil Changes resistances: +3% acid / +0%(-14%) darkness / +0%(-10%) light / +0%(-12%) lightning Changes damage: +0%(-3%) lightning Spell save: +3 (+1 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +0% (-24%) Cut immunity: +0% (-50%) Confusion immunity: +0% (-11%) Pinning immunity: +20% Stun/Freeze immunity: +20% Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Healing mod.: +0% (-12%) Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
![]() gold amulet 'Delurerab' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+5 eff.) Fatigue: -5% Damage when hit (Melee): 0(-4) darkness Changes stats: +5 Dex / +2 Mag / +0(-2) Wil / +3 Cun / +5 Con Changes resistances: +0%(-12%) lightning / +9% cold / +6%(-4%) light / +0%(-14%) darkness Changes damage: +0%(-3%) lightning Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +0% (-24%) Cut immunity: +0% (-50%) Confusion immunity: +10% (-1%) Life regen: +2.00 Stamina each turn: +0.50 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Movement speed: +10% Healing mod.: +0% (-12%) Amulets make your neck look great! |
![]() rogue's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-7) Wil / +2 Cun / +0(-2) Con Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +0 (+0 eff.) (-14 (-7 eff.)) Mental save: +6 (+2 eff.) (-4 (-1 eff.)) Blindness immunity: +0% (-24%) Confusion immunity: +20% Maximum stamina: +0.00 (-13.00) Infravision radius: +0 (-4) See stealth: +0 (-11) See invisible: +0 (-7) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Layitha Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 27% * 10% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-7) Wil / +2(-) Con Changes resistances: +15% acid Changes damage: +9% acid / +6% arcane Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +10 (+5 eff.) (-4 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Blindness immunity: +0% (-24%) Vim when firing critical spell: +2.00 Maximum stamina: +10.00 (-3.00) Infravision radius: +0 (-4) See stealth: +0 (-11) See invisible: +0 (-7) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. elven-wood vilestaff of channeling (41.1 damage (129% power), 1.2x range, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +0 (-3) Changes resistances: +0%(-3%) all Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower: +23 (+10 eff.) Spell crit. chance: +4% When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of rage (86.5 damage (150% power), 1.6x range, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 150% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +27 (+5 eff.) Armour: +0 (-3) Defense: +7 (+2 eff.) Changes stats: +5 Str Changes resistances: +0%(-3%) all Changes damage: +10% physical Disarm immunity: +42% When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. plaguebringer's stralite greatsword of vileness (90.5 damage (157% power), 1.6x range, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 32% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +37 blight When wielded/worn: Armour: +0 (-3) Changes resistances: +0%(-3%) all Disease immunity: +17% When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. arcing stralite waraxe of the mystic (72.8 damage (138% power), 1.4x range, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 53 damage When wielded/worn: Armour: +0 (-3) Changes stats: +6 Wil / +1 Mag Changes resistances: +0%(-3%) all Spellpower: +8 (+4 eff.) When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all One-handed war axes. |
![]() Charged Focus (29.4 damage (100% power), 1.1x range, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +0 (-3) Changes resistances: +15% lightning / +0%(-3%) all Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent masteries: +0.10 Wild-gift / Supercell +0.15 Psionic / Charged mastery +0.10 Wild-gift / Thunder Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +6% When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all Electrical energies are focussed in the core of this mindstar. |
![]() This item will automatically be transmogrified when you leave the level. wyrm's pulsing mindstar (31.5 damage (107% power), 1.1x range, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +0 (-3) Damage (Melee): 3 lightning / 4 physical / 2 cold / 4 fire / 4 acid Changes resistances: +4% lightning / +6% physical / +2% fire / +3% cold / +4% acid / +0%(-3%) all Talent granted: +1 Attune Mindstar Mindpower: +8 (+4 eff.) Mental crit. chance: +4% When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all 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. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel steamsaw of the mystic (59.2 damage (113% power), 1.5x range, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 113% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 53 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +3 (-) Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +2 Wil / +3 Mag Changes resistances: +0%(-3%) all Talent granted: +1 Block Spellpower: +7 (+3 eff.) When used to imbue an object: Armour: +0 (-3) Changes resistances: +0%(-3%) all Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Beranarihad the linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +2 Mag / +0(-1) Con Changes resistances: +0%(-15%) acid / +0%(-10%) darkness / +0%(-11%) mind / +0%(-15%) nature / +5% arcane / +7%(-2%) all Changes damage: +0%(-10%) acid / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +16 (+6 eff.) (-4 (-1 eff.)) Poison immunity: +20% Mindpower: +3 (+2 eff.) Mental crit. chance: +2% See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-15%) acid / +0%(-10%) darkness / +0%(-11%) mind / +0%(-15%) nature / +7%(-2%) all Changes damage: +0%(-10%) acid / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Burntaint' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-15%) acid / +0%(-10%) darkness / +0%(-11%) mind / +0%(-15%) nature / +7%(-2%) all Changes damage: +0%(-10%) acid / +6% fire / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +15 (+5 eff.) (-5 (-2 eff.)) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-1) Str / +6 Mag / +0(-1) Con Changes resistances: +0%(-15%) acid / +0%(-10%) darkness / +0%(-11%) mind / +0%(-15%) nature / +9%(-) all Changes damage: +0%(-10%) acid / +15% arcane / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +15 (+7 eff.) Spell crit. chance: +15% 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. |
![]() woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +11%(-4%) acid / +10% physical / +0%(-10%) darkness / +0%(-11%) mind / +11% fire / +11% cold / +0%(-15%) nature / +9%(-) all Changes damage: +7%(-3%) acid / +6% physical / +9% cold / +0%(-10%) nature / +11% fire Talent cooldown: Refit Golem (-4 turns) Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe 'Glimmerrebel' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-15%) acid / +6% temporal / +0%(-10%) darkness / +0%(-11%) mind / +8% blight / +19% cold / +19%(+4%) nature / +11%(+2%) all Changes damage: +0%(-10%) acid / +13% cold / +13%(+3%) nature / +3% light Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) Life regen: +2.60 Maximum life: +60.00 Light radius: +1 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() prismatic cashmere robe of time (+11%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +0%(-15%) acid / +14% temporal / +0%(-10%) darkness / +0%(-11%) mind / +0%(-15%) nature / +11%(+2%) all Changes resistances cap: +5% all Changes resistances penetration: +6% all Changes damage: +0%(-10%) acid / +14% temporal / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +0(-1) Str / +2 Dex / +3 Cun / +0(-1) Con Changes resistances: +15% lightning / +0%(-10%) darkness / +0%(-15%) acid / +0%(-11%) mind / +0%(-15%) nature / +0%(-9%) all Changes damage: +0%(-10%) acid / +0%(-10%) nature Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-20 (-7 eff.)) Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.50 to 130.49 lightning damage (86.99 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Kindleblood the rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +5%(-1%) acid / +3% light / +6% blight / +0%(-6%) nature / +0%(-6%) darkness Changes damage: +3% nature Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-21% )Summoned Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-100.00) A belt that goes around your waist. |
![]() rough leather belt of the arbiter Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) acid / +0%(-6%) nature / +0%(-6%) darkness Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-21% )Summoned Mental save: +5 (+2 eff.) Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-100.00) A belt that goes around your waist. |
![]() noble's hardened leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(+1) Wil / +4(-) Cun / +3 Con Changes resistances: +0%(-6%) acid / +0%(-6%) nature / +0%(-6%) darkness Damage against: +23% (+8% )Summoned Reduced damage from: +26% (+5% )Summoned Mental save: +8 (+3 eff.) Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-100.00) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
![]() linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-6 (-1 eff.)) Physical save: +0 (+0 eff.) (-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. |
![]() pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-3) Mag / +0(-1) Cun / +0(-1) Con Changes resistances penetration: +0%(-10%) temporal Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Silence immunity: +0% (-54%) Confusion immunity: +0% (-47%) Stun/Freeze immunity: +0% (-62%) A pair of boots made of leather. |
![]() pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-3) Mag / +0(-1) Cun / +0(-1) Con Changes resistances penetration: +0%(-10%) temporal Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Silence immunity: +0% (-54%) Confusion immunity: +0% (-47%) Stun/Freeze immunity: +0% (-62%) Movement speed: +25% A pair of boots made of leather. |
![]() pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-3) Mag / +0(-1) Cun / +0(-1) Con Changes resistances penetration: +0%(-10%) temporal Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Silence immunity: +0% (-54%) Confusion immunity: +0% (-47%) Stun/Freeze immunity: +0% (-62%) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. undeterred pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Damage when hit (Melee): 0(-6) blight Changes stats: +3(-) Mag / +3 Wil / +0(-1) Cun / +0(-1) Con Changes resistances penetration: +0%(-10%) temporal Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Silence immunity: +34% (-20%) Confusion immunity: +25% (-22%) Stun/Freeze immunity: +28% (-34%) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-2) Mag / +3(-2) Wil / +2 Cun Changes resistances: +10% fire Changes damage: +0%(-3%) blight / +5% fire / +0%(-4%) arcane Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% (-27%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+4) Crit. chance: +1.0% (-2.0%) Attack speed: 125% (-) When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +0(-6) arcane / +10 fire Damage (radius 2) on crit: +0(-7) arcane Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 46.98 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. |
![]() defiled rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 (-1) Damage (Melee): 4 blight / 3 physical / 0(-20) item temporal energize Changes stats: +2 Dex / +0(-2) Mag / +0(-5) Wil Changes damage: +3%(-) blight / +2% physical / +0%(-4%) arcane Physical save: +5 (+2 eff.) When used to modify unarmed attacks: Power: 95% (-21%) Range: 1.1x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +1 (-2) Crit. chance: +6.0% (+3.0%) Attack speed: 125% (-) Damage (Melee): +0(-6) arcane Damage (radius 2) on crit: +0(-7) arcane Damage conversion: 10% blight / 10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() malefic rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 4 acid / 4 light / 0(-20) item temporal energize Changes stats: +0(-2) Mag / +0(-5) Wil Changes damage: +2% acid / +0%(-3%) blight / +2% light / +0%(-4%) arcane Spell save: +5 (+2 eff.) When used to modify unarmed attacks: Power: 95% (-21%) Range: 1.1x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 (-2) Crit. chance: +1.0% (-2.0%) Attack speed: 125% (-) Damage (Melee): +0(-6) arcane Damage (radius 2) on crit: +0(-7) arcane Damage conversion: 10% acid / 10% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Ragurand the Noonobsidian (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 3 blight / 4 physical / 0(-20) item temporal energize Changes stats: +0(-2) Mag / +0(-5) Wil Changes resistances: +3% light / +6% blight / +3% fire / +6% nature / +5% arcane Changes damage: +3%(-) blight / +2% physical / +0%(-4%) arcane Physical save: +6 (+2 eff.) Pinning immunity: +10% When used to modify unarmed attacks: Power: 114% (-2%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 125% (-) Damage (Melee): +0(-6) arcane Damage (radius 2) on crit: +0(-7) arcane Damage conversion: 10% blight / 10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (+2) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-2) Mag / +5(-) Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +0%(-3%) blight / +10% fire / +0%(-4%) arcane When used to modify unarmed attacks: Power: 117% (+1%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+4) Crit. chance: +1.0% (-2.0%) Attack speed: 125% (-) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +0(-6) arcane / +10 fire Damage (radius 2) on crit: +0(-7) arcane Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 310.11 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() radiant hardened leather gloves of strength (+2) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 (-) Damage (Melee): 8 light / 0(-20) item temporal energize Changes stats: +2 Str / +0(-2) Mag / +0(-5) Wil Changes resistances: +5% light Changes damage: +0%(-3%) blight / +4% light / +0%(-4%) arcane When used to modify unarmed attacks: Power: 121% (+5%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 125% (-) When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +0(-6) arcane Damage (radius 2) on crit: +0(-7) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather hat 'Yvethra' (10 def, 9 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 (+8) Defense: +10 (+2 eff.) Fatigue: +3% (+2%) Changes stats: +0(-1) Dex Changes resistances: +5% blight / +0%(-5%) cold / +7% nature / +0%(-5%) arcane Changes damage: +3% mind Allows you to breathe in: water Reduces incoming crit damage: 5.00% Pinning immunity: +10% Maximum life: +80.00 Light radius: +0 (-3) See invisible: +0 (-3) Healing mod.: +10% A hat made of leather. Very stylish. |
![]() Lisossra the Duathelresolve (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 2 darkness Changes stats: +0(-1) Dex Changes resistances: +6% lightning / +5% temporal / +3% fire / +0%(-5%) arcane / +0%(-5%) cold Changes damage: +9% darkness Allows you to breathe in: water Light radius: +0 (-3) See invisible: +0 (-3) A hat made of leather. Very stylish. |
![]() Elenygachak (0 def, 8 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 (+7) Fatigue: +4% (+3%) Changes stats: +0(-1) Dex Changes resistances: +0%(-5%) arcane / +0%(-5%) cold / +20% light / +10% darkness Allows you to breathe in: water Only die when reaching: -20.00 life Maximum life: +20.00 Light radius: +0 (-3) See invisible: +0 (-3) Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0%(-9%) physical Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-20.00) Light radius: +3 (-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. |
![]() alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +0%(-9%) physical Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-20.00) Light radius: +4 (-2) A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Xanyrin the Ebonysnake (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 4 lightning / 8 darkness Changes stats: +1 Str / +0(-5) Lck Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Trap disarming bonus: +0 (-5) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe of quickening (dig speed 29 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Salyrima the iron torque of gale force [power 110] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) (+5 (+1 eff.)) Changes stats: +0(-5) Lck Changes resistances: +6% darkness Critical mult.: +5.00% Trap disarming bonus: +0 (-5) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 157 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 143 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Lord Zetta the Cornac Adventurer level 23
1st Summertide 122nd year of Ascendancy at 07:51 see stats
By Lord Zetta the Cornac Adventurer level 12
3rd Mirth 122nd year of Ascendancy at 18:21 see stats
By Lord Zetta the Cornac Adventurer level 19
9th Mirth 122nd year of Ascendancy at 06:22 see stats
By Lord Zetta the Cornac Adventurer level 10
1st Mirth 122nd year of Ascendancy at 11:01 see stats
By Lord Zetta the Cornac Adventurer level 20
9th Mirth 122nd year of Ascendancy at 12:32 see stats
By Lord Zetta the Cornac Adventurer level 24
1st Summertide 122nd year of Ascendancy at 23:17 see stats
By Lord Zetta the Cornac Adventurer level 21
10th Mirth 122nd year of Ascendancy at 16:12 see stats
By Lord Zetta the Cornac Adventurer level 12
3rd Mirth 122nd year of Ascendancy at 18:21 see stats
Log
Talent Rune: Shatter Afflictions is ready to use.
Burning from Maulotaur hits Lord Zetta for (10 flat reduction), (0 avoided), 25 fire (25 total damage).
LIFE LOST WARNING!
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Lord Zetta casts Rune: Shatter Afflictions.
Lord Zetta stops burning.
A shield forms around Lord Zetta.
Vampire receives 86 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Multi-hued drake hatchling for 57 blight damage.
Vampire receives 86 healing from Ghoul's purging blight area effect.
Lord Zetta uses Infusion: Regeneration.
Lord Zetta starts regenerating health quickly.
Vor, Grand Geomancer of the Pride uses Orcish Fury.
Vor, Grand Geomancer of the Pride enters a state of bloodlust.
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride is surging arcane power.
Your shield crumbles under the damage!
The shield around Lord Zetta crumbles.
Vor, Grand Geomancer of the Pride roars triumphantly.