








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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: Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! 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. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. 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: Auto Loot Transmo Translated 1.7.4This addon is modified from Auto Loot Transmo by helminthauge, to add support for translation and provide a simple chinese translation Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Inferno Race Pack 1.7.0Adds a collection of my races. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! 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:
Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Chronophage |
Class | Doombringer |
Level / Exp | 25 / 79% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 76 (base 55) |
Dexterity | 31 (base 10) |
Constitution | 29 (base 12) |
Magic | 68 (base 55) |
Willpower | 30 (base 10) |
Cunning | 51 (base 29) |
Resources
Life | 700/700 |
Paradox | 338 |
Stamina | 202/202 |
Vim | 126/134 |
Healing Factor | 1.2724687383468 |
Regeneration | 12.406570198881 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 1 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 169 |
Accuracy | 54 |
Crit Chance | 58% |
APR | 19 |
Speed | 1.11 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Mind | +6% |
Physical | +21% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Nature | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 56.723073231957 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 27 |
Mental Save | 30 |
Defense: Resistances
Nature | + 3%( 82%) |
Lightning | + 6%( 82%) |
Physical | + 27%( 82%) |
Temporal | + 37%( 82%) |
Darkness | + 9%( 82%) |
Arcane | -15%( 82%) |
Fire | + 15%( 82%) |
All | 0%( 82%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 43% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Disarm Resistance | 60% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 7 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 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: ShieldingUse 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 create a protective shield absorbing at most 148 damage for 4 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Timeline Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Chronophage | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Abyssal Shield |
talent | Eternal Suffering |
talent | Share the Pain |
talent | Precise Strikes |
talent | Weapon Folding |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed naga tongue. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +9% darkness Die.at -40.00 life ---------- misc Infravis +1 See.Invis +6 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Die.at -40.00 life ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.stam +10.00 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +20.00% Dmg.mod +6% mind +12% physical Apr +5 ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% ---------- misc Stam/turn +2.00 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Fatigue -6% Resists +6% temporal +9% fire Max.HP +40.00 HP.reg +8.00 Heal.mod +12% Disarm- +10% ---------- misc Max.enc +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +3% physical ----- def ----- Defense +20 (+6 eff.) Resists +2% physical Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +5 Mag +5 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +8% Mind.pwr +5 (+3 eff.) Dmg.mod +6% fire Res.pen +5% nature Melee Ret 4 fire ----- def ----- Resists +3% nature +6% fire Phys.save +9 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/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. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Fatigue -5% Die.at -40.00 life Max.HP +20.00 HP.reg +1.00 Disarm- +10% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Mind.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ----- def ----- Resists +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 15.5 - 23.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid +9% physical Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane +9% cold Silence- +10% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 20.0 - 30.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 cold On Hit: * 10% chance to reduce all saves and defense by 23 While equipped: dps ---------- Melee Ret 6 nature Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Resists +3% darkness +3% cold HP.reg +2.00 Knockbk- +20% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 13.5 - 21.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +16 cold While equipped: Stats +5 Dex +2 Con dps ---------- Res.pen +10% all Acc +12 (+4 eff.) Apr +9 ----- def ----- Resists +9% light Die.at -60.00 life ---------- misc Stam/turn +3.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 38.5 - 61.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +6 Str dps ---------- Dmg.mod +10% physical Res.pen +12% physical Acc +29 (+9 eff.) Apr +12 ----- def ----- Resists +9% acid +3% cold Crit.chn- 15.00% Max.HP +20.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 light Against +30% Undead On Hit.r1 +20 fire On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +15% arcane +40% cold Res.pen +10% arcane +24% cold Melee Ret 6 mind ----- def ----- Resists +3% mind Massive two-handed swords. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature +12 acid While equipped: Stats +3 Cun +2 Wil dps ---------- Melee Ret 10 acid ----- def ----- Resists +6% acid Crit.chn- 15.00% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +20 nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +20 (+9 eff.) Res.pen +8% physical Acc +14 (+5 eff.) Apr +8 ----- def ----- Crit.chn- 10.00% Mind.save +12 (+6 eff.) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Arcane/Nature Power 8.0 - 8.8 Arcane Uses 25% Wil, 60% Mag, 10% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% arcane +10% nature ----- def ----- Resists +10% arcane +10% nature Silence- +30% After the Mages of Angolwen had stabilised the Abashed Expanse, a few tried to restore life to the dead earth trapped in the sky. Their efforts were mostly unsuccessful, but this stone was found in the clutch of a newly grown sapling. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +14 Wil +2 Cun +11 Con dps ---------- Mind.pwr +11 (+6 eff.) On Hit (Ranged): * 8 arcane resource burn ----- def ----- Max.HP +27.00 ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +4 Str +5 Dex +2 Cun ----- def ----- Armour +12 Defense +29 (+9 eff.) Fatigue +8% Phys.save +13 (+4 eff.) Mind.save +18 (+9 eff.) A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature +18% darkness Res.pen +20% nature +15% fire ----- def ----- Armour +9 Fatigue +22% Resists +19% lightning A suit of armour made of metal plates. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 97.54 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 7 physical Dmg.mod +6% physical ----- def ----- Armour +9 Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+6 eff.) Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Mag +9 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 acid 5 cold 5 fire 9 arcane 5 lightning Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 ice +14 acid +9 fire +4 arcane +4 lightning On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +3% light +6% mind Res.pen +5% mind ----- def ----- Resists +3% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% cold Acc +20 (+7 eff.) ---------- misc Stam/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 15% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By UNOPTIMIZED the Chronophage Doombringer level 22
34th Haze 122nd year of Ascendancy at 20:40 see stats
By UNOPTIMIZED the Chronophage Doombringer level 18
12nd Haze 122nd year of Ascendancy at 10:42 see stats
By UNOPTIMIZED the Chronophage Doombringer level 21
33rd Haze 122nd year of Ascendancy at 18:17 see stats
By UNOPTIMIZED the Chronophage Doombringer level 21
23rd Haze 122nd year of Ascendancy at 04:48 see stats
By UNOPTIMIZED the Chronophage Doombringer level 10
12nd Dusk 122nd year of Ascendancy at 11:14 see stats
By UNOPTIMIZED the Chronophage Doombringer level 20
21st Haze 122nd year of Ascendancy at 11:26 see stats
By UNOPTIMIZED the Chronophage Doombringer level 23
40th Haze 122nd year of Ascendancy at 14:12 see stats
By UNOPTIMIZED the Chronophage Doombringer level 16
74th Dusk 122nd year of Ascendancy at 01:43 see stats
By UNOPTIMIZED the Chronophage Doombringer level 9
9th Dusk 122nd year of Ascendancy at 09:12 see stats
By UNOPTIMIZED the Chronophage Doombringer level 11
16th Dusk 122nd year of Ascendancy at 01:27 see stats
By UNOPTIMIZED the Chronophage Doombringer level 20
22nd Haze 122nd year of Ascendancy at 11:49 see stats
By UNOPTIMIZED the Chronophage Doombringer level 14
51st Dusk 122nd year of Ascendancy at 19:47 see stats
By UNOPTIMIZED the Chronophage Doombringer level 5
1st Mirth 122nd year of Ascendancy at 12:19 see stats
Log
Wrathroot's ice storm area effect hits Large brown snake for 94 cold damage.
--------------------------------
Rune: Stormshield is still on cooldown for 1 turns.
UNOPTIMIZED casts Surge of Power.
UNOPTIMIZED surges with an incredible power!
UNOPTIMIZED receives 84 healing from Surge of Power.
UNOPTIMIZED casts Abduction.
UNOPTIMIZED performs a melee critical strike against Large brown snake!
UNOPTIMIZED hits Large brown snake for 646 physical damage.
UNOPTIMIZED killed Large brown snake!
Talent Rune: Stormshield is ready to use.
Talent Burning Sacrifice is ready to use.
--------------------------------
Resting starts...
UNOPTIMIZED retunes the fabric of spacetime.
Spacetime feels more stable.
Talent Reckless Strike is ready to use.
Talent Incinerating Blows is ready to use.
Talent Invigorate is ready to use.
UNOPTIMIZED's surge ends.
Talent Rune: Shatter Afflictions is ready to use.
Talent Abduction is ready to use.
Talent Rune: Shielding is ready to use.
Talent Haste is ready to use.
Talent Rush is ready to use.
Talent Surge of Power is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).