











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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:
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 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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. Items Vault 1.7.0Donators/Buyers bonus! 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: 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. 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: 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 27 / 28% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 28th Voratun 122nd year of Ascendancy at 07:24 3 / 3Killed by Zubitta the warg at level 27 on the 37th Stralite 123rd year of Ascendancy at 09:36 Killed by worm that walks (servant of Chagot) at level 27 on the 37th Stralite 123rd year of Ascendancy at 12:24 |
Primary Stats
Strength | 65 (base 49) |
Dexterity | 31 (base 10) |
Constitution | 18 (base 13) |
Magic | 90 (base 58) |
Willpower | 23 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 712/712 |
Insanity | 0/100 |
Healing Factor | 1.0711363549268 |
Regeneration | 2.4100567985852 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 13 |
Offense: Mainhand
Damage | 148 |
Accuracy | 59 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +32% |
Light | +3% |
Nature | +6% |
Blight | +24% |
Cold | +35% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +17% |
Temporal | +12% |
Blight | +12% |
All | +7% |
Nature | +27% |
Defense: Base
Armour (hardiness) | 55 (88.568973732692%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 27 |
Physical Save | 29 |
Spell Save | 33 |
Mental Save | 41 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 27%( 70%) |
Cold | + 66%( 70%) |
All | + 16%( 70%) |
Darkness | + 33%( 70%) |
Light | + 29%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Confusion Resistance | 70% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
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 465 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% 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. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Tentacles | 1.41 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Aerada the white crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Wolfmire. Escort: lost sun paladin (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Wolfmire. Escort: repented thief (level 3 of Wolfmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +2 Wil offense ------ Damage +14% darkness Ignore resists +7% all Ignore Armor +5 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% light +9% temporal Affinity +10% darkness other ------- Light +5 Infravision +7 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 229.32 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +4 Mag +2 Wil +1 Cun defense ------ Resistance +3% acid Sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +5 Mag +2 Cun offense ------ Damage +12% fire Ignore resists +10% darkness defense ------ Resistance +24% fire Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% When Hit 6 nature 4 physical defense ------ Armor +4 Fatigue -6% Resistance +30% acid +33% cold +40% fire +3% nature +25% lightning other ------- Encumbrance +23 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +4 Cun +7 Lck offense ------ Spell Crit +5% Mind Crit +1% Damage +6% nature Ignore resists +10% nature defense ------ Resistance +8% fire +7% cold Stealth +7 other ------- Disarm Traps +14 EQ when Hit +0.08 Max hate +2.00 Infravision +4 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 darkness Damage Against +11% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: Stats +4 Str +2 Dex +2 Mag +3 Con Blunt and deadly. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Dex +5 Cun offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +3 Resistance +5% darkness Physical save +8 (+4 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 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. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Wil offense ------ Damage +6% blight Ignore resists +5% blight +5% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +21 Fatigue +22% Resistance +13% blight +15% darkness other ------- Light +1 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +3% light Ignore resists +10% nature When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +26% other ------- Masteries +0.11 Demented/Tentacles Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -202 life. The duration and life will increase by 1% for every 1% life you have lost (currently 202 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 168 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 16 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 43% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 226 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +3% darkness Ignore resists +15% darkness +15% fire On-Hit (Melee): * 20% chance to reduce armor by 40% * 20% chance to reduce damage dealt by 14% defense ------ Resistance +33% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Defense +4 (+2 eff.) Resistance +3% acid +21% cold +3% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Damage +15% darkness Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +8 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Dex +2 Mag +2 Wil +4 Con offense ------ Spell Crit +1% Spellpower +6 (+1 eff.) Damage +21% mind +16% cold defense ------ Resistance +9% mind other ------- Max mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +2% Mind Crit +3% Spellpower +6 (+1 eff.) Mindpower +10 (+5 eff.) Damage +9% fire +15% physical defense ------ Defense +8 (+4 eff.) Resistance +21% fire other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 125.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 200% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+5 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 14.5 - 21.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +8 cold On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +3 Str +3 Con offense ------ Ignore resists +20% cold defense ------ Resistance +3% mind Crit Resistance 15.00% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +12% physical defense ------ Disarm Resist +31% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Disrupt Weapon Damage 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +12 nature While equipped: Stats +4 Str +2 Wil offense ------ Ignore resists +5% nature defense ------ Resistance +15% acid +8% lightning +8% fire +8% cold +3% all Spell save +6 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature Weapon Damage 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 14% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 30 While equipped: defense ------ Disease Resist +15% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +9% acid Ignore resists +15% acid +6% physical Accuracy +9 (+3 eff.) Ignore Armor +6 When Hit 4 lightning defense ------ Resistance +18% acid +12% lightning Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +10 temporal While equipped: Stats +3 Con offense ------ Physical Power +6 (+1 eff.) Ignore resists +7% physical defense ------ Resistance +7% temporal Disarm Resist +13% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness Damage Against +11% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +5% mind +7% physical Accuracy +16 (+4 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +3% mind +6% darkness One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Str +3 Dex +4 Mag +7 Wil +5 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 21.5 - 27.9 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Global Speed +2% On-Hit 7 fire Damage +7% fire Ignore resists +6% fire defense ------ Resistance +7% fire 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. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+6 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 27.0 - 40.5 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +4 Defense +13 (+7 eff.) Fatigue +8% Disarm Resist +28% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +8 light Damage Against +11% Undead Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +16 (+4 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +6% all Accuracy +10 (+3 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 40.5 - 48.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 227 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 lightning When Hit 2 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) Damage +9% mind Ignore resists +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Armor +8 Resistance +12% lightning +12% blight +7% all Mind save +6 (+2 eff.) Cut Resist +20% Disarm Resist +10% other ------- Psi/turn +0.36 Max psi +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +18% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +16% fire defense ------ Resistance +11% all +24% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Damage +6% temporal +12% fire Ignore resists +10% temporal defense ------ Armor +11 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% acid +14% fire +6% mind +11% physical Mind save +13 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 72.62 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +12% nature +11% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +17% acid +12% nature +12% blight A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +6% mind Ignore resists +5% mind +10% light defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% light +17% fire other ------- EQ when Hit +0.08 Hate-on-crit +3.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Ignore resists +10% blight +25% light When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce armor by 40% defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% other ------- Light +3 A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +4 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +17% blight +11% darkness other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Arcane/Nature While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% light +14% darkness Life +25.00 Life Regen +3.00 Healmod +11% A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +5% acid +5% blight Physical save +7 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% nature +3% cold Crit Resistance 5.00% Physical save +7 (+3 eff.) Life Regen +2.00 Healmod +5% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +7 Mag +4 Cun +6 Con offense ------ Physical Crit +7.0% Mind Crit +7% Mindpower +8 (+4 eff.) defense ------ Physical save +8 (+4 eff.) Mind save +9 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Resistance +7% lightning +8% temporal Blink to a nearby random location (rad 10) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Armor +5 Fatigue +2% other ------- Max stamina +30.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 fire Damage +3% fire defense ------ Armor +2 Fatigue +3% Resistance +5% fire 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. |
![]() 1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Fatigue +3% 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. |
![]() 2.0 Encumbrance T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) Damage +5% darkness +4% temporal +3% light +4% physical defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +3% temporal +5% fire +3% nature +6% cold Mind save +6 (+2 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.70 EQ when Hit +0.90 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +4% Resistance +3% all Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Mind Crit +6% Ignore resists +5% lightning +10% nature defense ------ Resistance +3% nature other ------- EQ when Hit +0.12 Max hate +4.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Damage +6% nature When Hit 8 mind defense ------ Resistance +11% nature Life +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +5 (+1 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
By Chagot the Drem Writhing One level 20
14th Loss 122nd year of Ascendancy at 12:51 see stats
By Chagot the Drem Writhing One level 23
26th Loss 122nd year of Ascendancy at 22:27 see stats
By Chagot the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 06:40 see stats
By Chagot the Drem Writhing One level 20
43rd Dearth 122nd year of Ascendancy at 09:20 see stats
By Chagot the Drem Writhing One level 23
31st Iron 123rd year of Ascendancy at 05:42 see stats
By Chagot the Drem Writhing One level 25
25th Stralite 123rd year of Ascendancy at 01:34 see stats
By Chagot the Drem Writhing One level 17
7th Wealth 122nd year of Ascendancy at 06:56 see stats
By Chagot the Drem Writhing One level 12
18th Profit 122nd year of Ascendancy at 17:29 see stats
By Chagot the Drem Writhing One level 19
40th Dearth 122nd year of Ascendancy at 20:07 see stats
By Chagot the Drem Writhing One level 15
26th Profit 122nd year of Ascendancy at 07:18 see stats
Log
Chagot casts Tendrils Eruption.
Chagot performs a melee critical strike against Dredgling!
Chagot hits Dredgling for 1894 darkness damage.
Chagot killed dredgling!
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Resting starts...
Chagot regains balance.
Talent Tendrils Eruption is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
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Chagot picks up ( .): dwarven-steel pickaxe of predation (dig speed 22 turns).
You pickup 0.85 gold pieces.
Talent Dig is ready to use.
You pickup 0.80 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.85 gold pieces.
There is a way to the next level here (press '' or right click to use).
Ran for 60 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
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Today is the 38th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.