Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 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: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother 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. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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. Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release 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.
|
Campaign | Light |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Wisp |
Level / Exp | 18 / 56% |
Size | big |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 24 (base 15) |
Dexterity | 77 (base 44) |
Constitution | 17 (base 8) |
Magic | 23 (base 10) |
Willpower | 71 (base 43) |
Cunning | 49 (base 13) |
Resources
Life | 3/344 |
Psi | 61/146 |
Healing Factor | 0.31294151927397 |
Regeneration | 0.078235379818495 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.7166104423943% |
Spell | 0% |
Global | +74.074074074074% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 106 |
Accuracy | 63 |
Crit Chance | 23% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Physical | +40% |
Acid | +28% |
Light | +10% |
Temporal | +9% |
Mind | +6% |
Arcane | +3% |
Cold | +42% |
Nature | +10% |
Offense: Damage Penetration
Blight | +10% |
Physical | +20% |
Light | +20% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 30 (49.007671158813%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Acid | + 54%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 70%( 70%) |
All | + 9%( 70%) |
Darkness | + 11%( 70%) |
Light | + 40%( 70%) |
Physical | + 21%( 70%) |
Mind | + 14%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 15%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Silence Resistance | 9% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 44 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: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Psionic / Idol | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
Psionic / Noumena | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Psychic Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Psychic Marksman | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Psionic / Mindprison | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Mindshaped Materials | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Beloved |
talent | Thought Drinker |
talent | Silken Armor |
talent | Skate |
detrimental effect | The target is poisoned, taking 27.64 nature damage per turn. Healing received is reduced by 75%. Damage dealt is reduced by 25%. Deadly Poison |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is poisoned, taking 54.15 nature damage per turn. Poison |
detrimental effect | Reduces global action speed by 35%. Slow |
detrimental effect | Movement speed is reduced by 51%. Slow movement |
detrimental effect | The target is stunned so badly that even once they recover, they will still be stunned, up to 0 times. Extremely Stunned |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining improvements to the Psionic/Agumented Mobility tree. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Unlightbone (13/21, 106 - 149 damage, 10 apr) Unlightbone (13/21, 106 - 149 damage, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 44.5 - 62.3 Physical Uses 50% Wil, 70% Dex Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +12 blight +20 darkness +4 arcane On Crit.r2 +12 arcane Arrows are used with bows to pierce your foes to death. |
Light source | The Little Light The Little Light0.0 unknown lite [Unique] Unknown While equipped: ----- def ----- Resists +15% light ---------- misc Light +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
On head | Chalentir (17 def, 4 armour) Chalentir (17 def, 4 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Defense +17 (+8 eff.) Resists +6% mind Phys.save +5 (+3 eff.) Silence- +10% Teleport- +10% A pointy cloth hat, very wizardly... |
On fingers | Dournoon the stralite ring (sludge-imbued) Dournoon the stralite ring (sludge-imbued)0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +9 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +22% acid +15% cold +6% mind +10% nature ----- def ----- Resists +44% acid +30% cold +3% darkness +20% nature Rings make your fingers look great! |
On fingers | Arigund Arigund0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +3 Mag +1 Wil +5 Cun +1 Con dps ---------- Melee+ 12 light Ranged+ 24 light Dmg.mod +10% light +12% cold Acc +7 (+2 eff.) Melee Ret 2 temporal ----- def ----- Resists +24% cold ---------- misc Infravis +3 Rings make your fingers look great! |
Around waist | hardened leather belt 'Kindleresolve' hardened leather belt 'Kindleresolve'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% arcane +11% physical Res.pen +10% blight +12% physical +20% light ----- def ----- Fatigue -7% Spell.save +11 (+4 eff.) ---------- misc Max.enc +41 Size +1 A belt that goes around your waist. |
In main hand | enhanced ash longbow of dexterity (+6) enhanced ash longbow of dexterity (+6)4.0 T2 longbow 2H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Wil Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +11 Dex +8 Mag +5 Wil +6 Cun +8 Con dps ---------- Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
On hands | Arcenvy the voratun gauntlets (dulled) (0 def, 22 armour) Arcenvy the voratun gauntlets (dulled) (0 def, 22 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Cun +3 Dex dps ---------- Melee+ 16 physical Dmg.mod +9% temporal +15% physical Res.pen +10% temporal Acc +6 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce damage dealt by 25% ----- def ----- Armour +22 Fatigue +5% Resists +20% light Spell.save +19 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Berezilakor (10 def, 0 armour) Berezilakor (10 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +14% physical Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +14% physical +5% arcane +9% all Crit.chn- 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Yvinne' (3 def, 0 armour) elven-silk cloak 'Yvinne' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +6% acid Acc +5 (+2 eff.) Apr +7 Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Defense +3 (+1 eff.) Resists +6% acid +7% fire +9% lightning +8% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eluvea the Thunderwrack Eluvea the Thunderwrack0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Wil dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% lightning Crit.chn- 10.00% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 624%; cd 14) movement infusion of the psychic (speed 624%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 624% 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. 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 613%; cd 14) movement infusion of the psychic (speed 613%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 613% 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. 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 sneak (speed 547%; cd 12) movement infusion of the sneak (speed 547%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 547% 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 Cunning stat. 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 warrior (speed 476%; cd 11) movement infusion of the warrior (speed 476%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 366; 14 cd) regeneration infusion of the duelist (heal 366; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the titan (absorb 37; cd 12) shatter afflictions rune of the titan (absorb 37; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 37 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Icebraze Icebraze0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Resists +3% cold +5% physical ---------- misc Stam/turn +0.30 Hate/m.crit +2.00 Amulets make your neck look great! |
warrior's copper amulet of dexterity (+2) warrior's copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Borilelach Borilelach0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Wil +3 Mag ----- def ----- Resists +6% nature +7% blight Spell.save +6 (+2 eff.) Poison- +12% Disease- +10% Silence- +26% ---------- misc Mana/turn +0.12 Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +2.00 Rings make your fingers look great! |
Inertial Twine (sludge-imbued) Inertial Twine (sludge-imbued)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +10% acid +5% physical +10% nature ----- def ----- Armour +5 Resists +20% acid +5% physical +20% nature Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 18.24 cold and 17.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of clarity copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
flaming dwarven-steel battleaxe of daylight (25 - 37 damage, 2 apr) flaming dwarven-steel battleaxe of daylight (25 - 37 damage, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 light Against +10% Undead On Hit.r1 +13 fire Massive two-handed battleaxes. |
Yaruchik the Brandgrind Yaruchik the Brandgrind4.0 T2 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Wil Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% acid +5% fire Melee Ret 4 mind 8 acid Longbows are used to shoot arrows at your foes. |
elm longbow elm longbow4.0 T1 longbow 2H weapon [Normal] Power 0.0 - 0.0 Physical Uses 0% Wil Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle (living) Mighty Girdle (living)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 HP.reg +6.00 Heal.mod +17% Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Prismfiend (1 def, 5 armour) Prismfiend (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% light ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Mind.save +9 (+4 eff.) ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvythra (living) (17 def, 10 armour) Yvythra (living) (17 def, 10 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +15% temporal Melee Ret 4 temporal ----- def ----- Armour +10 Defense +17 (+8 eff.) Resists +24% cold Phys.save +10 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+6 eff.) HP.reg +6.00 Heal.mod +17% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudwild (0 def, 0 armour) Cloudwild (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +9% cold +5% arcane +9% all Die.at -20.00 life Disarm- +10% ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Snowobsidian' (0 def, 0 armour) linen robe 'Snowobsidian' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layibeth the Singecut (0 def, 4 armour) Layibeth the Singecut (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +12% fire Res.pen +25% arcane +10% fire Melee Ret 6 blight ----- def ----- Armour +4 Fatigue +3% Resists +21% fire Phys.save +9 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots 'Mayagath' (0 def, 2 armour) pair of rough leather boots 'Mayagath' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Melee Ret 2 mind ----- def ----- Armour +2 ---------- misc Hate/m.crit +1.00 Infravis +1 A pair of boots made of leather. |
Betharenne the hardened leather gloves (5 def, 2 armour) Betharenne the hardened leather gloves (5 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Melee+ 7 mind Dmg.mod +4% mind Res.pen +10% physical ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +5% mind Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (living) (0 def, 8 armour) Gloves of the Firm Hand (living) (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 HP.reg +6.00 Heal.mod +17% Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
psychic's iron gauntlets of dexterity (+2) (0 def, 1 armour) psychic's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 6 mind Dmg.mod +4% mind Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Koralathahell' (0 def, 1 armour) rough leather gloves 'Koralathahell' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
Velanor the Flowerlace (20/20, 81 - 114 damage, 5 apr) Velanor the Flowerlace (20/20, 81 - 114 damage, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 20.0 - 28.0 Physical Uses 50% Wil, 70% Dex Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Capacity 20 Ranged+ +16 nature On Hit.r1 +16 cold On Hit: * 10% chance to slow global speed by 59% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of daylight (21/21, 102 - 143 damage, 10 apr) barbed quiver of yew arrows of daylight (21/21, 102 - 143 damage, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Wil, 70% Dex Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 Ranged+ +15 light Against +12% Undead On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (21/21, 73 - 103 damage, 5 apr) quiver of elm arrows (21/21, 73 - 103 damage, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.0 - 19.6 Physical Uses 50% Wil, 70% Dex Mastery Arrow Accelerator Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
61 alchemist agate 61 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fawe the Shalore Wisp level 10
2nd Mirth 122nd year of Ascendancy at 04:37 see stats
By fawe the Shalore Wisp level 15
3rd Flare 122nd year of Ascendancy at 13:22 see stats
Log
1]Fawe is poisoned!
2]Silewyn the worm that walks hits fawe for (10 absorbed), 0 physical, (3 absorbed), 0 acid, (14 absorbed), 0 blight (0 total damage).
2]Melee retaliation hits Silewyn the worm that walks for (1 flat reduction), 0 acid, (1 flat reduction), 0 temporal (0 total damage).
5]Dream Chorus Net from Fawe hits Silewyn the worm that walks for (13 flat reduction), 4 mind (4 total damage).
5]Bleeding from Saw horror hits Silewyn the worm that walks for (9 flat reduction), 0 physical (0 total damage).
8]Fawe shoots!
9]Fawe's mind surges with critical power!
9]Silewyn the worm that walks uses Block.
9]Silewyn the worm that walks HEALS from blight damage!
9]Fawe's Shoot hits Silewyn the worm that walks for (56 blocked), 0 physical, (31 blocked), 0 physical, (47 blocked), 0 light, (8 blocked), 0 blight, 13 healing, (7 blocked), 0 arcane, (34 blocked), 0 darkness (0 total damage) [14 healing].
0]Your shield crumbles under the damage!
0]The shield around fawe crumbles.
0]Fawe aims less carefully.
0]Fawe slows down.
0]Fawe slows down.
0]Talent Boomerang Shot is ready to use.
0]Talent Drill Shot is ready to use.
0]Talent Glass Wings is ready to use.
0]Deadly Poison from Silewyn the worm that walks hits fawe for (15 absorbed), 2 nature (2 total damage).
0]Poison from Silewyn the worm that walks hits fawe for 34 nature damage.
2]Silewyn the worm that walks uses his hardened leather sling!
2]Silewyn the worm that walks starts regenerating health quickly.
5]Dream Chorus Net from Fawe hits Silewyn the worm that walks for (13 flat reduction), 4 mind (4 total damage).
5]Bleeding from Saw horror hits Silewyn the worm that walks for (9 flat reduction), 0 physical (0 total damage).
0]Fawe is no longer pinned.
0]Fawe regains balance.
0]Deadly Poison from Silewyn the worm that walks hits fawe for 17 nature damage.
0]Poison from Silewyn the worm that walks hits fawe for 34 nature damage.