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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Hulking Berserker Evolution 1.7.4Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. 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:
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Revamped Skirmisher 1.7.1Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Better Item Description 1.7.2This 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 Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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 Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Spell Merchants 1.6.6
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 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, 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 Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"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 :) Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: 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. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. 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.
Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 18 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Leo at level 18 on the 23rd Dusk 122nd year of Ascendancy at 12:56 / 1 |
Primary Stats
| Strength | 43 (base 29) |
| Dexterity | 30 (base 26) |
| Constitution | 41 (base 34) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 26 (base 14) |
Resources
| Life | -63/634 |
| Stamina | 31/204 |
| Healing Factor | 1.2281403954778 |
| Regeneration | 6.9605433850895 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 24.602579952692 |
| See Invisible | 33.602579952692 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +3% |
| Cold | +10% |
| Physical | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 53.522593642275 (62.32946707186%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 30 |
| Physical Save | 43 |
| Spell Save | 22 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 60%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 38%( 70%) |
| Lightning | + 20%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Teleport Resistance | 42% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Shield tactics | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Wolfmire. Escort: stranded daemon-powered (level 2 of Wolfmire)As a reward you improved Strength by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 3 of Wolfmire. Escort: unfocused psion (level 3 of Wolfmire)As a reward you improved Cunning by +8. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. | 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 |
Equipment
| On feet | Durenik the Stokebore (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +9% nature Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Die.at -20.00 life Teleport- +20% Knockback Kick: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 2 tiles, and stunning it for 1 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Sunpython1.0 T3 lite [Rare] Master While equipped: ----- def ----- Armour +10 Resists +3% light +3% darkness HP.reg +2.00 Disease- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Darklore the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +5% Spell.save +3 (+2 eff.) ---------- misc Talents +1 Ravager Ravager: Passive - Increase Physicalpower by 5.38 per each enemy you can see in a radius of 2. The increase is based on your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Freezemaster (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning +9% acid Res.pen +10% fire +5% cold Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% cold +3% acid 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. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% cold Acc +6 (+2 eff.) ----- def ----- Resists +20% cold Rings make your fingers look great! |
| On fingers | titan's copper ring of anchoring0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +6% temporal Phys.save +10 (+3 eff.) Teleport- +22% Rings make your fingers look great! |
| Around neck | grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Stormshaper (127% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun +4 Con dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +3% acid ---------- misc See.Invis +9 Sharp, long, and deadly. |
| Around waist | rough leather belt 'Emydakira'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 * 10% chance to reduce armor by 18% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak 'Poruldakira' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +15.00% Dmg.mod +3% physical ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +12% cold ---------- misc Max.stam +10.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour of acid resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
Inventory
movement infusion of the titan (speed 540%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 540% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 104; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 104 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 |
regeneration infusion of the titan (heal 204; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. 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. Press to compare to your current inscriptions |
acid wave rune of the warrior (damage 147; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 146.74 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 55; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of magic (+5)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +5 Mag Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
electrified steel battleaxe of erosion (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Psionic Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance to afflict the target with Haywire, causing 52 Lightning damage over 5 turns and giving them a 8% chance to fail using talents. While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +12% lightning Massive two-handed battleaxes. |
flaming steel battleaxe (127% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
fractal steel greatmaul (128% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 temporal On Hit.r1 +9 mind While equipped: dps ---------- Res.pen +9% temporal Massive two-handed mauls. |
slime-covered steel greatmaul of massacre (141% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 13% chance to slow global speed by 40% Massive two-handed mauls. |
hateful steel greatsword of massacre (138% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 139% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living Massive two-handed swords. |
iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Ashnaught (121% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Against +8% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 54 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 14 for the duration. While equipped: dps ---------- Crit.mult +14.00% Res.pen +20% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Defense +5 (+2 eff.) Resists +3% blight Phys.save +3 (+1 eff.) Spell.save +12 (+6 eff.) Sharp, long, and deadly. |
elemental dwarven-steel mace of the mystic (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +9% fire Res.pen +5% fire Blunt and deadly. |
acidic iron waraxe of massacre (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 One-handed war axes. |
arcing iron waraxe (107% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
arcing steel waraxe of massacre (124% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
chilling steel waraxe of massacre (114% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold One-handed war axes. |
scorching steel waraxe of massacre (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with a Burn, causing 28 Fire damage over 5 turns. While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +7% fire One-handed war axes. |
steel waraxe (113% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
thought-forged steel dagger of daylight (109% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 109% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light +7 mind Against +8% Undead On Hit: * 11% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
Thunderwilder the voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Psionic Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 lightning +10 light +13 mind Against +13% Undead On Crit.r2 +4 darkness On Hit: * 23% chance to reduce all saves and defense by 15 * 20% chance to reduce damage dealt by 13% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 13% Sharp, short and deadly. |
vined mindstar (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
vined mindstar of resolve (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc 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. |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Shoot [Ego] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: ----- def ----- Resists +8% acid +8% lightning +7% cold +8% fire +2% all Spell.save +7 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Relgugas the Oozevengeance4.0 T3 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +7 Str +3 Dex +5 Mag +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +9% nature Res.pen +5% mind +15% fire On Hit (Ranged): * 20% chance to slow global speed by 40% * 10% chance to reduce all saves and defense by 15 Slings are used to hurl stones or metal shots at your foes. |
Rimelace the quiver of yew arrows (16/16, 149% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 149% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 16 Ranged+ +20 acid +12 cold On Hit.r1 +12 cold On Hit: * 20% chance to reduce armor by 18% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Siloma the pouch of dwarven-steel shots (18/18, 140% power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 141% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% Ranged+ +20 acid On Hit.r1 +8 mind On Hit: * 20% chance to reduce armor by 18% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Shots are used with slings to pummel your foes to death. |
Timekeeper (9 def, 4 armour, 109% power, 38 block) Timekeeper (9 def, 4 armour, 109% power, 38 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 109% Range: 1.1x Uses 100% Str Dmg Physical Crit +5.0% Block +38 While equipped: ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +11% darkness +11% temporal Teleport- +100% ---------- misc Talents +2 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
iron shield (0 def, 2 armour, 96% power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+15%) (0 def, 3 armour, 94% power, 42.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of resilience (0 def, 4 armour, 97% power, 40.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 113% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 63 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +11% nature +15% acid A suit of armour made of metal plates. |
dwarven-steel plate armour of command (7 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +15 Defense +7 (+3 eff.) Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
rough leather belt 'Kilnreek'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +10% fire ----- def ----- Resists +3% nature +3% fire Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Blindfear1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +9% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 15 * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +10% fire +3% mind +10% cold A belt that goes around your waist. |
linen cloak of vigor (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Dex +1 Con dps ---------- Mov.spd +10% ----- def ----- Defense +1 (+0 eff.) Fatigue -5% HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Prismwisp' (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun ----- def ----- Armour +3 Defense +6 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.12 Max.hate +4.00 Max.psi +20.00 Light +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Urthular the Singerip (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +9% fire Max.HP +40.00 Disease- +10% Cut- +20% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ce'Nyriabeth' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Die.at -60.00 life Blind- +10% Cut- +10% Disarm- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
malefic rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 3 acid 4 light Dmg.mod +2% acid +2% light ----- def ----- Armour +1 Spell.save +5 (+3 eff.) 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. |
Glerin the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun ----- def ----- Defense +2 (+1 eff.) Resists +9% blight Mind.save +9 (+5 eff.) Disease- +20% Silence- +10% Knockbk- +20% ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of blight (+11%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% blight ----- def ----- Defense +2 (+1 eff.) Resists +11% blight Phys.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Brightcut (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% light +19% fire ---------- misc Light +3 See.Invis +6 A pointy cloth hat, very wizardly... |
hardened leather cap 'Unlightbile' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning +6% mind Phys.save +3 (+1 eff.) Die.at -40.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 96.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered ash wand of lightning storm [power 320] (22 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (329 total damage) Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Leo the Higher Bulwark level 10
1st Mirth 122nd year of Ascendancy at 22:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Leo the Higher Bulwark level 7
78th Pyre 122nd year of Ascendancy at 10:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Leo the Higher Bulwark level 14
4th Flare 122nd year of Ascendancy at 13:58 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Leo the Higher Bulwark level 16
7th Dusk 122nd year of Ascendancy at 00:38 see stats
Log
Leo speeds up.
White worm mass misses Leo.
White worm mass hits Leo for 7 physical damage.
Melee retaliation hits White worm mass for 4 darkness, 2 cold (6 total damage).
White worm mass hits Leo for 7 physical damage.
Melee retaliation hits White worm mass for 4 darkness, 2 cold (6 total damage).
White worm mass misses Leo.
Talent Reflexive Block is ready to use.
White worm mass hits Leo for 7 physical damage.
Melee retaliation hits White worm mass for 4 darkness, 2 cold (6 total damage).
White worm mass misses Leo.
Leo starts suffocating to death!
Leo is suffocating.
White worm mass envelops Leo with poison.
White worm mass misses Leo.
Leo is recovering from the damage!
White worm mass misses Leo.
Talent Precise Strikes is ready to use.
White worm mass misses Leo.
Leo the level 18 higher bulwark suffocated to death on level 1 of Sandworm lair.








































































































