Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 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. Cultist Rebalance 1.7.3I have played a lot of cultist and I wanted to try to fix some things wrong with it by giving it more build options, especially with the rift tree. 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/--- 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. 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: 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:
Role Race 1.7.4Role play kit/ロールプレイキット(日本語は英語の下です) Ninja Assassin Trapper! and More Wizards Class addition packs are now available for adding Cornac races! Ninja Assassin Trapper more Wizards (Challenger Class) Pyromancer Race/human add cornac fravors Highalf is a mixed-race albino of Higher and Cornac. Earthling was a resident of another star than Eyal. Paralleling is a resident of a different star than Eyal. Animaling is a mutant of Cornac, a half-beast man with beast ears and tail. コーナック種族追加アドオンにクラス追加パックが登場! 忍者 アサシン 罠師 何かを忘れた魔法使い達(挑戦者クラス) 火炎術師 Earthling(地球人/イヤル転生者)はEyalとは別の星の住人でした。 Paralleling(異世界召喚者)はEyalとは別の星の住人です。 Animaling(アニマリング/半獣人/ケモビト)は Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Class: Revamped Wyrmic 1.6.0A 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 Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Race: Blessed 1.6.0Blessed is a human subrace with no racial talents, but a blessing of some kind that grants them an additional stat point every level. I just made this since sometimes i just don't want to pick any race and cornacs are just a little too much of a race for that side of me. I doubt this is balanced. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.7.0Donators/Buyers bonus! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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: Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. 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. 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 Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: 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.
Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
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 Antimagic Undeads 1.7.4 Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. 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: 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. Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Knight Evolution for Bulwark 1.7.4Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the Weaks and defeat the Evils.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed.
- Knight's vow: Passively increases defensive stats and regenerate stamina on blocking.
- Tactical retreat: Retreat and gain movement speed
- Hammer and Anvil: Deal massive damage if target knocked back to wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active.
- Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor.
- Well fitted: Gain defensive stats if you wear heavy armor.
- Chivalry: More damage on counterstrike.
Inferno Race Pack 1.7.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds 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 Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Classic Berzerker Remix 1.7.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. 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. Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Custom Difficulty 1.7.0Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Hellforged |
Class | Doombringer |
Level / Exp | 25 / 97% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 25 on the 52nd Dusk 122nd year of Ascendancy at 13:14 / 1 |
Primary Stats
Strength | 74 (base 55) |
Dexterity | 20 (base 10) |
Constitution | 23 (base 13) |
Magic | 78 (base 55) |
Willpower | 24 (base 10) |
Cunning | 31 (base 20) |
Resources
Life | -567/634 |
Stamina | 207/207 |
Vim | 92/236 |
Healing Factor | 1.1099022211821 |
Regeneration | 9.620129641401 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 32.878701826468 |
See Invisible | 43.878701826468 |
Offense: Mainhand
Damage | 155 |
Accuracy | 58 |
Crit Chance | 29% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Cold | +28% |
Nature | +3% |
Fire | +51% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Mind | +5% |
Nature | +3% |
Arcane | +10% |
Physical | +14% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.317011280365 (72.903125182002%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 12 |
Physical Save | 30 |
Spell Save | 35 |
Mental Save | 22 |
Defense: Resistances
Acid | + 16%( 82%) |
Blight | + 16%( 82%) |
Arcane | + 9%( 82%) |
Cold | + 23%( 82%) |
All | + 4%( 82%) |
Mind | + 7%( 82%) |
Lightning | + 16%( 82%) |
Light | + 26%( 82%) |
Temporal | + 29%( 82%) |
Physical | + 13%( 82%) |
Darkness | + 40%( 82%) |
Fire | + 82%( 82%) |
Nature | -3%( 82%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 103 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 3 physical, 3 cold, 4 fire, 3 lightning |
Class Talents
Corruption / Demonic pact | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Heart of Fire | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Corruption / Fearfire | 2.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Spellblaze | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Draconian | 1.00 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Undead / Hellforged | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infested Ruins. Escort: lost sun paladin (level 2 of Infested Ruins)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 149. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
Equipment
On feet | Erelogorion (0 def, 4 armour) Erelogorion (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +4 Fatigue +3% Resistance +12% blight +15% temporal Life +60.00 Pinning Resist +10% Knockbk Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Grinygondur' brass lantern 'Grinygondur'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +6 Defense +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invis +8 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 | Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+3 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 104.94 fire and 69.50 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | Veluba the Hellssmash (dig speed 29 turns) Veluba the Hellssmash (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +18% cold +6% fire Ignore resists +5% fire Ignore Armor +6 When Hit 2 acid 2 fire 2 cold While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 2.6 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Gloredanne' copper ring 'Gloredanne'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +3% nature Accuracy +5 (+2 eff.) defense ------ Resistance +12% lightning +2% physical +3% darkness Poison Resist +25% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
On fingers | Nohell the copper ring Nohell the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Physical Power +10 (+2 eff.) Accuracy +15 (+4 eff.) Ignore Armor +2 When Hit 7 light 6 fire defense ------ Resistance +5% arcane Unlife -60.00 life Rings make your fingers look great! |
Around waist | Scabviper the rough leather belt Scabviper the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% nature Ignore resists +5% mind defense ------ Defense +9 (+3 eff.) Resistance +3% mind Crit Resistance 10.00% Stealth +5 other ------- Light +3 A belt that goes around your waist. |
In main hand | Nudan (61-92 power, 3 apr) Nudan (61-92 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Master Weapon Damage 61.0 - 91.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Damage Against +20% Vermin +21% Spiderkin On Crit: * Strike your target with a blast of fire dealing 109 damage equal to your cunning plus your magic. If the target is an insect or a spider, they will also begin to burn for the same amount of damage. While equipped: offense ------ Spell Crit +2% Critical power +37.00% Spellpower +20 (+5 eff.) Ignore resists +10% arcane +14% physical Accuracy +16 (+5 eff.) Ignore Armor +14 other ------- Mana-on-crit +2.00 Massive two-handed battleaxes. |
On hands | Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Arcane While equipped: offense ------ Spellpower/crit +5 Damage +10% fire +10% cold defense ------ Armor +3 Resistance +10% fire +10% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Cold Flames: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 22 Travel.spd instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 60.16 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Main armor | luminate voratun mail armour of implacability (5 def, 17 armour) luminate voratun mail armour of implacability (5 def, 17 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Master While equipped: offense ------ On-Hit 18 light 17 temporal When Hit 11 light 8 temporal defense ------ Armor +17 Defense +5 (+2 eff.) Fatigue +5% Resistance +23% light +11% temporal Physical save +8 (+4 eff.) A suit of armour made of mail. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | gold amulet 'Sunpain' gold amulet 'Sunpain'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Mag +3 Wil defense ------ Resistance +12% acid +7% physical +8% nature +9% fire Life +18.00 Life Regen +5.00 other ------- See Invis +9 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns) Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 246.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 148; dur 4; cd 21) biting gale rune of the titan (damage 148; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 147.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1013% over 10 turns; mana 51; cd 18) manasurge rune (regen 1013% over 10 turns; mana 51; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1013% for 10 turns (0 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 94; cd 15) teleportation rune (range 94; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Necklace of Dragon Teeth Necklace of Dragon Teeth0.1 Encumbrance T1 amulet jewelry [Unique] Nature While equipped: Stats +1 Str +1 Con other ------- Masteries +0.20 Race/Draconian Commune with nature. Uses 10 power out of 15/15 A tribal necklace made from dragon teeth. You sense primal energies within. |
elven-wood starstaff of invocation (25-30 power, 5 apr, light element) elven-wood starstaff of invocation (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +20 (+5 eff.) Spellpower/crit +8 Damage +25% light other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 49.95 to 59.94 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element) cruel dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +11.00% Spellpower +15 (+4 eff.) Damage +30% darkness Ignore resists +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered stralite greatmaul of massacre (68-102 power, 3 apr) slime-covered stralite greatmaul of massacre (68-102 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego] Disrupt/Master Weapon Damage 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 23% chance to slow global speed by 46% Massive two-handed mauls. |
blazebringer's stralite waraxe (30-42 power, 5 apr) blazebringer's stralite waraxe (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +61 fire While equipped: offense ------ Global Speed +1% Ignore resists +17% fire One-handed war axes. |
stralite waraxe of enduring (32-45 power, 5 apr) stralite waraxe of enduring (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +11 Con +9 Wil defense ------ Life +24.00 One-handed war axes. |
stormbringer's voratun waraxe of amnesia (40-57 power, 6 apr) stormbringer's voratun waraxe of amnesia (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +37 lightning +5 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Move Speed +39% Ignore resists +12% lightning +15% cold One-handed war axes. |
stormbringer's stralite dagger of ruin (30-39 power, 9 apr) stormbringer's stralite dagger of ruin (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +9 lightning +31 cold While equipped: offense ------ Physical Crit +5.0% Critical power +19.00% Move Speed +27% Ignore resists +20% lightning +17% cold Ignore Armor +9 Sharp, short and deadly. |
Aryrinn (38-50 power, 9 apr) Aryrinn (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +14% Vermin +15% Spiderkin On Crit: * Strike your target with a blast of fire dealing 109 damage equal to your cunning plus your magic. If the target is an insect or a spider, they will also begin to burn for the same amount of damage. * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +3 Str offense ------ Critical power +25.00% Ignore resists +26% physical Accuracy +32 (+9 eff.) Ignore Armor +15 defense ------ Armor +6 other ------- Stamina/turn +3.00 Max stamina +20.00 Sharp, short and deadly. |
epiphanous pulsing mindstar of venom (14-15 power, 32 apr, nature damage) epiphanous pulsing mindstar of venom (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +11 (+6 eff.) On-Hit 8 acid Damage +9% acid +12% mind Ignore resists +10% acid defense ------ Resistance +9% acid Life Regen +4.00 other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar 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. |
wyrm's living mindstar (18-20 power, 40 apr, mind damage) wyrm's living mindstar (18-20 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) On-Hit 6 lightning 6 physical 10 fire 5 acid 5 cold defense ------ Resistance +3% lightning +2% physical +5% cold +5% fire +5% acid other ------- Talents +1 Attune Mindstar 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. |
steady reinforced leather sling of cold steady reinforced leather sling of cold4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +11 cold While equipped: offense ------ Physical Crit +2.0% Damage +12% cold Accuracy +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
sentry's quiver of elven-wood arrows of annihilation (54/54, 58-81 power, 29 apr) sentry's quiver of elven-wood arrows of annihilation (54/54, 58-81 power, 29 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Arcane/Master Weapon Damage 58.0 - 81.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +13.5% Capacity 54 Auto Reload 1 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
Flashveil the pouch of dwarven-steel shots (20/20, 45-54 power, 3 apr) Flashveil the pouch of dwarven-steel shots (20/20, 45-54 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 45.0 - 54.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +20 light On-Hit, radius 1 +8 light +8 nature On-crit, radius 2 +16 darkness +20 light On Hit: * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% Shots are used with slings to pummel your foes to death. |
dwarven-steel shield 'Boltblow' (0 def, 6 armour, 31-37 power, 81.5 block) dwarven-steel shield 'Boltblow' (0 def, 6 armour, 31-37 power, 81.5 block)7.0 Encumbrance T3 shield armor [Rare] Arcane When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +82 On-hit +12 lightning On-Hit, radius 1 +12 darkness On-crit, radius 2 +20 lightning On Hit: * reduce the cooldown of your ward talent by 1 While equipped: offense ------ Damage +15% cold Ignore resists +25% lightning +25% cold defense ------ Armor +6 Fatigue +8% Resistance +6% lightning other ------- Wards +6 lightning +6 temporal +6 darkness +6 fire +6 nature +5 blight +6 cold +6 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
Mayira the Brandbraid (0 def, 8 armour, 48-57 power, 133 block) Mayira the Brandbraid (0 def, 8 armour, 48-57 power, 133 block)7.0 Encumbrance T4 shield armor [Rare] Arcane When used to Attack: Weapon Damage 47.5 - 57.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +133 On-hit +8 light +18 fire While equipped: Stats +5 Str offense ------ Mindpower +30 (+14 eff.) Damage +9% mind +18% fire Ignore resists +25% fire When Hit 17 fire defense ------ Armor +8 Fatigue +8% Resistance +18% fire other ------- Equi when Hit +0.08 Talents +1 Block Handheld deflection devices. |
stralite shield 'Delodolach' (0 def, 8 armour, 41-49 power, 177.5 block) stralite shield 'Delodolach' (0 def, 8 armour, 41-49 power, 177.5 block)7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 41.0 - 49.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +10.5% Block +178 On-crit, radius 2 +8 physical While equipped: Stats +11 Str +7 Dex offense ------ Physical Power +15 (+4 eff.) Damage +18% physical Accuracy +20 (+6 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +8% Unlife -60.00 life other ------- Talents +1 Block Handheld deflection devices. |
elven-silk robe of alchemy (0 def, 0 armour) elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +17% acid +13% physical +18% fire +13% cold defense ------ Resistance +11% acid +17% physical +15% fire +16% cold +15% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of thunder (9 def, 6 armour) hardened leather armour of thunder (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Physical Power +10 (+2 eff.) Spellpower +18 (+5 eff.) Mindpower +14 (+7 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% lightning A suit of armour made of leather. |
prismatic reinforced leather armour of clarity (12 def, 7 armour) prismatic reinforced leather armour of clarity (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +13% light +13% darkness +7% mind Mind save +15 (+8 eff.) A suit of armour made of leather. |
rejuvenating reinforced leather armour of Eyal (12 def, 7 armour) rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Life +47.00 Life Regen +6.60 Healmod +15% other ------- Stamina/turn +1.50 A suit of armour made of leather. |
enlightening stralite mail armour of thunder (4 def, 8 armour) enlightening stralite mail armour of thunder (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +7 Str +6 Mag +12 Wil +6 Cun offense ------ Physical Crit +7.0% Spell Crit +7% Mind Crit +8% Physical Power +14 (+3 eff.) Spellpower +15 (+4 eff.) Mindpower +13 (+7 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% lightning Mind save +18 (+9 eff.) A suit of armour made of mail. |
prismatic stralite mail armour of thunder (4 def, 8 armour) prismatic stralite mail armour of thunder (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Arcane While equipped: Stats +6 Str +6 Mag +7 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +7% Physical Power +12 (+3 eff.) Spellpower +14 (+4 eff.) Mindpower +10 (+5 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% lightning +15% light +15% darkness A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+17 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
searing stralite plate armour of stability (0 def, 13 armour) searing stralite plate armour of stability (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 8 acid 12 fire When Hit 11 acid 12 fire defense ------ Armor +13 Fatigue +22% Resistance +26% acid +14% fire +7% physical Physical save +17 (+9 eff.) A suit of armour made of metal plates. |
stralite plate armour 'Offalstoker' (0 def, 13 armour) stralite plate armour 'Offalstoker' (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Rare] Psionic While equipped: Stats +9 Wil +5 Con offense ------ Critical power +20.00% Damage +9% arcane +6% nature Ignore resists +25% arcane defense ------ Armor +13 Fatigue +22% Resistance +15% fire Mind save +21 (+11 eff.) other ------- Max mana +60.00 A suit of armour made of metal plates. |
hardened leather belt of magery hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +5% A belt that goes around your waist. |
pair of dwarven-steel boots of impact (0 def, 4 armour) pair of dwarven-steel boots of impact (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +3% Jump to a nearby location within range 6. The impact of your landing deals 106 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away. Uses 40 power out of 40/40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand drakeskin leather gloves of sorrow (0 def, 10 armour) sand drakeskin leather gloves of sorrow (0 def, 10 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 10 physical 29 darkness 19 mind Damage +4% physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 20 defense ------ Armor +10 Mind save -8 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of the nighthunter (0 def, 3 armour) scouring drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +9 (+3 eff.) When Hit: * 20 arcane resource burn defense ------ Armor +3 Resistance +8% darkness Spell save +9 (+5 eff.) other ------- Infravision +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
augmenting cashmere wizard hat (2 def, 0 armour) augmenting cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +8% lightning +8% cold +6% arcane +6% fire defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
4 agate 4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
135 alchemist agate 135 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Growbloom the elven-wood wand of shielding [power 392] (20 cooldown) Growbloom the elven-wood wand of shielding [power 392] (20 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +10% arcane +10% mind When Hit 10 mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +5% arcane +9% mind Create a shield absorbing up to 392 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Adoramira the Hellforged Doombringer level 23
45th Dusk 122nd year of Ascendancy at 07:00 see stats
By Adoramira the Hellforged Doombringer level 5
77th Pyre 122nd year of Ascendancy at 14:49 see stats
By Adoramira the Hellforged Doombringer level 21
27th Dusk 122nd year of Ascendancy at 10:40 see stats
By Adoramira the Hellforged Doombringer level 10
5th Mirth 122nd year of Ascendancy at 20:54 see stats
By Adoramira the Hellforged Doombringer level 20
24th Dusk 122nd year of Ascendancy at 02:49 see stats
By Adoramira the Hellforged Doombringer level 17
21st Dusk 122nd year of Ascendancy at 17:46 see stats
By Adoramira the Hellforged Doombringer level 24
48th Dusk 122nd year of Ascendancy at 18:33 see stats
By Adoramira the Hellforged Doombringer level 19
23rd Dusk 122nd year of Ascendancy at 08:57 see stats
By Adoramira the Hellforged Doombringer level 10
1st Summertide 122nd year of Ascendancy at 16:00 see stats
By Adoramira the Hellforged Doombringer level 20
24th Dusk 122nd year of Ascendancy at 21:24 see stats
By Adoramira the Hellforged Doombringer level 13
5th Flare 122nd year of Ascendancy at 02:22 see stats
Log
A shield forms around Adoramira.
Your shield crumbles under the damage!
The shield around Adoramira crumbles.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Elven cultist is on fire!
Adoramira is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Adoramira for (32 abyssal shield), (298 absorbed), 166 blight (166 total damage).
Fiery Aegis from Adoramira hits Elven cultist for 178 fire damage.
Elven cultist casts Dark Portal.
Elven cultist's spell attains critical power!
Adoramira is afflicted by a rotting disease!
Aether Permeation protects Weakness Disease from a dispel!
Adoramira resists the dispelling of Weakness Disease!
Adoramira slows down.
Something hits Adoramira for (31 abyssal shield), 247 blight (247 total damage).
Adoramira deactivates Aether Permeation.
Rotting Disease from Elven cultist hits Adoramira for (30 abyssal shield), 152 blight (152 total damage).
Weakness Disease from Elven cultist hits Adoramira for (26 abyssal shield), 26 blight (26 total damage).
Burning from Adoramira hits Elven cultist for 59 fire damage.
Adoramira drains life from Elven blood mage!
Adoramira drains life from Elven cultist!
Adoramira receives 2 healing from Elven cultist.
Adoramira hits Elven cultist for 24 fire damage.
Adoramira hits Elven blood mage for 29 fire damage.
Adoramira receives 3 healing from Elven blood mage.
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Elven cultist hits Adoramira for (30 abyssal shield), 387 blight (387 total damage).
Adoramira the level 25 hellforged doombringer was plagued to death by an elven cultist on level 1 of Dark crypt.