Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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 Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: 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. 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: Proper Possession 1.7.0
Frequently Asked Questions: Target Filtering 1.7.0An experimental attempt to improve targeting for certain talents that impose conditions on allowed targets, by arranging that targeting will only select targets with the necessary condition. Supported so far:
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. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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 Better Remaining Effect Turn Display 1.7.4display remaining time of all effects with graphical timer like 'wild speed'. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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: 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:
Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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: 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 | Nightmare Roguelike |
Sex | Male |
Race | Wolf |
Class | War Hound |
Level / Exp | 20 / 52% |
Size | big |
Lifes / Deaths | Killed by Celia at level 20 on the 74th Dusk 122nd year of Ascendancy at 18:34 / 1 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 58 (base 48) |
Constitution | 26 (base 18) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 46 (base 48) |
Resources
Life | -198/1178 |
Fury | 173/178 |
Stamina | 71/252 |
Equilibrium | 101 |
Healing Factor | 1.6613394809692 |
Regeneration | 26.913699591701 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 8.9729022714359 |
See Stealth | 2.8421709430404E-14 |
See Invisible | 9 |
Offense: Barehand
Damage | 220 |
Accuracy | 81 |
Crit Chance | 104% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +13% |
Blight | +5% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
All | +4% |
Defense: Base
Armour (hardiness) | 182.55107064051 (99.020428256202%) |
Defense | 83 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 47 |
Mental Save | 49 |
Defense: Resistances
Lightning | + 15%( 75%) |
Light | + 30%( 75%) |
Darkness | + 11%( 75%) |
Cold | + 15%( 75%) |
All | + 6%( 75%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (0/0)
Class Talents
Wild-heart / Sightless Beast | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-heart / Locomotion | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Foxhounding | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-heart / Perseverance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Wild-heart / Blood Scent | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Ego / Wolf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Natural Combat | 2.60 |
| 3/10 |
| 7/10 |
| 7/10 |
| 3/10 |
| 4/10 |
| 7/10 |
| 7/10 |
| 0/10 |
Wild-heart / Inner Animal | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/10 |
| 0/10 |
| 3/10 |
| 0/10 |
Wild-heart / Howling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Spotting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-heart / Martial Training | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-child / Sapient Ones | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Red of their Eyes |
talent | Heart Racing |
talent | Shadows Dancing |
beneficial effect | You are feeling out a combat technique. AdaptationThe number of adaptions you can make is equal to your total number of talent points in Wild-Heart/Spotting plus your cunning. Adaptations: 50/50 (Cunning + Spotting talent points). --------------------------------- Accuracy: 25.8 Armor Penetration: 14.7 Critical Hit Rate: 5.8% Physical Penetration: 11.0% |
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. | active |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Eagle Eyes (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Extrasensory (+1 level(s)). | 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 Horned Horror. * 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You have explored the Maze. Go tell the Summoner what you saw! * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: SeparationWith that said, you have become a War Hound. What could this possibly mean...? *** Scent of the Wilds Smells hold all sorts of interesting history. Scent out the world, carefully... *** Song of the Wilds The world (more particularly, The Summoner) is listening. Why not shout out your toils and frustrations...? Calicule You met with a lonely wolf named "Calicule". He seems to have a great deal of worldly knowledge... Dokatt You met with a strange draconic dog named "Dokatt". His terrible howl, somehow, lures wildlife to himself... ??? You met with a bizarre bipedal wolf. They did not introduce themself... Suddenly, for some reason, they insisted upon teaching you a dangerous new song! | 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig (... This object smells strange...) You have discovered this object's scent. A huge tooth taken from the Mouth, in the Deep Bellow. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Wil defense ------ Armor +10 Defense +11 (+2 eff.) Resistance +6% darkness Max Resistance +5% all Crit Resistance 10.00% Physical save +17 (+4 eff.) Pinning Resist +10% Amulets make your neck look great! |
Decoration slot | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 295.52 You won the Ring of Blood trial, and this is your reward. |
Decoration slot | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +4 Wil offense ------ Damage +13% light When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 defense ------ Resistance +26% light other ------- See Invisibility +9 (... This object smells strange...) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +2 Wil +5 Con offense ------ Physical Power +12 (+3 eff.) Mindpower +10 (+5 eff.) defense ------ Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) other ------- Mana/turn +0.16 EQ when Hit +0.16 Hate-on-crit +4.00 Max vim +20.00 Size +1 It seems Dokatt once had an owner... And, judging from his disposition, it was a rather belligerent owner at that! |
Light source | ![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Smells like: humanoid/yaech Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 0/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Smells like: giant/troll Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.25 to 99.76 lightning damage (66.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Smells like: vermin/oozes Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag other ------- Infravision +1 See Stealth +3 See Invisibility +3 Telepath range +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% acid +11% cold When Hit 4 acid On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +3% darkness +22% cold Smells like: animal/snake Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+7 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Smells like: humanoid/yaech You have discovered this object's scent. Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 62.31 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (125). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+10 eff.) Damage +20% blight +20% cold +20% darkness +20% acid other ------- Negative/turn +0.12 Max negative +29.00 Light -1 Talents +1 Command Staff (... This object smells strange...) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +3% Spellpower +15 (+11 eff.) Damage +20% arcane defense ------ Life Regen +0.60 Healmod +15% other ------- Talents +1 Command Staff (... This object smells strange...) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +3% Spellpower +28 (+18 eff.) On-Hit 22 arcane Damage +20% blight other ------- Max mana +53.00 Talents +1 Command Staff (... This object smells strange...) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +9 (+8 eff.) Damage +20% darkness defense ------ Physical save +8 (+2 eff.) Spell save +5 (+1 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff (... This object smells strange...) Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 7 While equipped: offense ------ Critical power +5.00% Damage +3% blight Ignore resists +10% fire +9% all Accuracy +12 (+3 eff.) Ignore Armor +7 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 other ------- Max psi +50.00 Smells like: humanoid/yaech Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +12 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage (... This object smells strange...) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 20 [Unique] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+3 eff.) Smells like: humanoid/halfling You have discovered this object's scent. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 cold Damage +6% cold Ignore resists +4% cold defense ------ Armor +7 Resistance +4% cold Healmod +14% Heal-on-summon +20 other ------- Talents +1 Attune Mindstar (... This object smells strange...) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +16 arcane On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 5 darkness Damage +12% temporal +3% mind +4% darkness Ignore resists +15% blight When Hit 4 blight defense ------ Resistance +3% blight other ------- Talents +1 Attune Mindstar Smells like: humanoid/yaech Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) other ------- Hate-on-crit +1.00 Psi-on-crit +3.00 Talents +1 Attune Mindstar (... This object smells strange...) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 109% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +11 (+5 eff.) On-Hit 12 acid Damage +11% acid Ignore resists +8% acid defense ------ Resistance +6% acid Life Regen +1.00 other ------- Talents +1 Attune Mindstar (... This object smells strange...) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Nature/Steamtech Weapon Damage 105% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Life +51.00 other ------- Talents +1 Block (... This object smells strange...) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 119% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On Hit: * Create an explosion dealing 15 lightning damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +11% lightning Ignore resists +15% lightning defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +8% Resistance +15% cold other ------- Talents +2 Block (... This object smells strange...) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 (... This object smells strange...) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +10 lightning Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +9% lightning Accuracy +5 (+1 eff.) (... This object smells strange...) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Capacity 16 On-ranged-hit +4 mind On-Hit, radius 1 +4 mind On Hit: * 20% chance to reduce damage dealt by 18% * 20% chance to reduce all saves and defense by 22 On Critical: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Smells like: insect/ant Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego++] Arcane/Master Weapon Damage 120% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 21 On-ranged-hit +15 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 7 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% (... This object smells strange...) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 108% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 22 On-ranged-hit +12 lightning On-Hit, radius 1 +4 fire On-crit, radius 2 +12 lightning +4 fire On Hit: * 10% chance to reduce damage dealt by 18% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Smells like: undead/skeleton Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage (... This object smells strange...) Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Arcane When used to Attack: Weapon Damage 116% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 Ignore Shields +10% On-hit +8 arcane On-crit, radius 2 +10 light +16 fire While equipped: Stats +4 Mag +2 Wil offense ------ Spellpower +5 (+5 eff.) Mindpower +10 (+5 eff.) On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +7% light +6% fire other ------- Vim-on-crit +1.00 Talents +1 Block Smells like: humanoid/yaech Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +5% acid +6% physical +9% fire +10% cold Ignore resists +5% cold defense ------ Resistance +11% acid +11% physical +10% fire +11% cold +15% mind +7% all other ------- Cooldown Refit Golem -3 Smells like: humanoid/yaech A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +7% nature defense ------ Resistance +7% all Poison Resist +23% Disease Resist +24% (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +6% nature +11% darkness defense ------ Resistance +16% darkness +9% all Poison Resist +23% Disease Resist +20% (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +10% physical +5% fire +7% cold defense ------ Resistance +11% acid +10% physical +11% fire +12% cold +9% all other ------- Cooldown Refit Golem -2 (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Damage +10% mind defense ------ Resistance +10% mind +11% all (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil offense ------ Damage +20% light defense ------ Resistance +30% light +13% all other ------- Mana/turn +0.17 Psi/turn +0.14 (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +14% light defense ------ Resistance +21% light +13% all Mind save +16 (+6 eff.) (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +2 Mag offense ------ Mind Crit +5% Mindpower +30 (+12 eff.) Damage +23% physical +25% darkness +30% cold Ignore resists +20% darkness +20% physical defense ------ Resistance +12% blight +45% cold +5% arcane +15% all Silence Resist +10% Stun Resist +20% other ------- Max hate +15.00 The coat of this wolf is soft, yet stiff. You could almost say it feels as its original owner's emotions did. |
![]() 9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning +10% nature +10% blight Smells like: giant/troll A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +16% acid Life Regen +2.70 other ------- Stamina/turn +0.50 (... This object smells strange...) A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue +12% Resistance +5% arcane Spell save +13 (+4 eff.) (... This object smells strange...) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +16% blight +15% darkness other ------- Light +2 (... This object smells strange...) A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +4 Life Regen +0.70 Healmod +11% Blind Resist +10% Teleport Resist +20% Smells like: vermin/worms A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% acid +3% arcane +15% light Ignore resists +10% arcane When Hit 4 light defense ------ Resistance +7% fire +3% light +5% cold Smells like: humanoid/yaech A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore Armor +4 defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +12.00 (... This object smells strange...) A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +8 Lck +4 Dex defense ------ Armor +3 Stealth +7 other ------- Stamina/turn +0.70 Max stamina +13.00 (... This object smells strange...) A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Resistance +6% fire +5% cold (... This object smells strange...) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +6 Con offense ------ On-Hit 5 acid Damage +4% acid defense ------ Armor +1 Resistance +6% acid +5% arcane +3% blight Physical save +3 (+1 eff.) Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath level 1 Smells like: vermin/rodent Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+2 eff.) On-Hit 7 nature Damage +6% nature defense ------ Armor +2 Resistance +6% nature Unarmed combat: Weapon Damage 127% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath level 3 (... This object smells strange...) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
7 verdite 7 verdite0.0 Encumbrance T1 green gem [Normal] While equipped: Damage +2% all Defense +10 (+2 eff.) Item imbue powers: Damage +2% all Defense +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 violet gem [Normal] While equipped: Critical power +2.00% Ignore resists +2% all Item imbue powers: Critical power +2.00% Ignore resists +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 white gem [Normal] While equipped: Armor +5 Resistance +1% all Item imbue powers: Armor +5 Resistance +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.0 Encumbrance T2 red gem [Normal] While equipped: Combat Speed +4% Spell Speed +4% Mind Speed +4% Item imbue powers: Combat Speed +4% Spell Speed +4% Mind Speed +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.0 Encumbrance T2 stone gem [Normal] While equipped: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Critical power +4.00% Ignore resists +4% all Item imbue powers: Critical power +4.00% Ignore resists +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 white gem [Normal] While equipped: Armor +8 Resistance +2% all Item imbue powers: Armor +8 Resistance +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Damage +6% all Defense +20 (+4 eff.) Item imbue powers: Damage +6% all Defense +20 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Combat Speed +6% Spell Speed +6% Mind Speed +6% Item imbue powers: Combat Speed +6% Spell Speed +6% Mind Speed +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Smells like: horror/eldritch You have discovered this object's scent. Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Mad the Wolf War Hound level 18
58th Dusk 122nd year of Ascendancy at 13:36 see stats
By Mad the Wolf War Hound level 18
68th Dusk 122nd year of Ascendancy at 02:14 see stats
By Mad the Wolf War Hound level 10
5th Mirth 122nd year of Ascendancy at 23:38 see stats
By Mad the Wolf War Hound level 20
70th Dusk 122nd year of Ascendancy at 10:48 see stats
By Mad the Wolf War Hound level 16
13rd Dusk 122nd year of Ascendancy at 23:13 see stats
By Mad the Wolf War Hound level 17
44th Dusk 122nd year of Ascendancy at 07:09 see stats
By Mad the Wolf War Hound level 15
13rd Dusk 122nd year of Ascendancy at 14:38 see stats
By Mad the Wolf War Hound level 7
1st Mirth 122nd year of Ascendancy at 02:16 see stats
By Mad the Wolf War Hound level 20
74th Dusk 122nd year of Ascendancy at 17:14 see stats
By Mad the Wolf War Hound level 16
35th Dusk 122nd year of Ascendancy at 17:53 see stats
Log
Armoured skeleton warrior misses Mad.
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Darkness pulsates around Celia!
Celia breaks the hold!
Bane of Confusion from Celia hits Mad for 60 darkness damage.
Celia hits Mad for 86 cold, 99 darkness (186 total damage).
Mad uses Jaws of Death.
Mad uses Chew Out.
Mad's spell attains critical power!
Mad hits Celia for 53 fire damage.
Mad hits Ghoul for 56 fire damage.
Mad hits Dread for 42 fire damage.
Mad hits Armoured skeleton warrior for 55 fire damage.
Mad hits Armoured skeleton warrior for 51 fire damage.
Bloodcaller hits Mad for 2 healing, 2 healing, 2 healing, 2 healing, 2 healing (0 total damage) [11 healing].
Mad hits Celia for 11 lightning damage.
Mad hits Ghoul for 12 lightning damage.
Mad hits Dread for 9 lightning damage.
Mad hits Armoured skeleton warrior for 11 lightning damage.
Mad hits Armoured skeleton warrior for 11 lightning damage.
Mad loses sight!
Crepuscule from Celia hits Mad for (84 tolerance), 35 darkness (35 total damage).
Something misses Mad.
Mad feels death coming!
Something hits Mad for 299 cold, 344 darkness (643 total damage).
Mad the level 20 wolf war hound was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.
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Heart Racing is still on cooldown for 1 turns.
Shadows Dancing is still on cooldown for 7 turns.
Red of their Eyes is still on cooldown for 12 turns.