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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Spell Merchants 1.7.6
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 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Berserker |
Level / Exp | 11 / 88% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 11 on the 4th Mirth 122nd year of Ascendancy at 12:49 / 1 |
Primary Stats
Strength | 47 (base 36) |
Dexterity | 24 (base 18) |
Constitution | 36 (base 36) |
Magic | 16 (base 10) |
Willpower | 19 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | -73/535 |
Stamina | 378/455 |
Healing Factor | 1.4179202340232 |
Regeneration | 20.538790768758 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 7 |
See Stealth | 5 |
See Invisible | 13 |
Offense: Mainhand
Damage | 100 |
Accuracy | 51 |
Crit Chance | 7% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Cold | +5% |
Lightning | +6% |
Light | +13% |
Nature | +11% |
Darkness | +3% |
Physical | +15% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Physical | +10% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 6 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 19 |
Defense: Resistances
Nature | + 42%( 70%) |
Lightning | + 23%( 70%) |
Light | + 31%( 70%) |
Darkness | + 22%( 70%) |
Blight | + 31%( 70%) |
Cold | + 45%( 70%) |
Fire | + 43%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 2.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Mag dps ---------- Dmg.mod +3% darkness +6% mind ----- def ----- Armour +4 Fatigue +2% Crit.chn- 15.00% ---------- misc Infravis +1 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Res.pen +5% fire ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +11% ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +10% blight +10% physical Phasing +30% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature +3% light Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Phys.save +5 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% darkness +3% fire ---------- misc Max.stam +20.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +5% light 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. |
Main armor | ![]() 2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +6% physical +5% cold ----- def ----- Resists +5% lightning +6% cold +6% blight +7% all Max.HP +43.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str ----- def ----- Resists +3% blight +21% fire +6% light +20% cold Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 72 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold Melee Ret 2 darkness 6 fire ----- def ----- Resists +6% cold Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +1 Wil dps ---------- Dmg.mod +6% light Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 113% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 111% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 62.36 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. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Resists +6% light Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Max.HP +35.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Mind.crit +1% Mind.pwr +15 (+7 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+1 eff.) Disease- +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Apr +1 Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Max.HP +32.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +25 (+12 eff.) Dmg.mod +10% lightning Melee Ret 2 arcane ----- def ----- Resists +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +10% mind Res.pen +5% lightning Apr +1 Melee Ret 2 lightning ----- def ----- Resists +10% mind +7% all ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal +6% nature Spell.save +3 (+2 eff.) Poison- +20% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee Ret 6 light ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning HP.reg +1.00 Heal.mod +11% Disarm- +20% ---------- misc See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Armour +5 Fatigue +2% Resists +3% lightning ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% fire Res.pen +5% lightning +10% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Resists +9% cold +2% physical Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +2% Dmg.mod +9% blight Res.pen +5% blight Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.04 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% lightning Res.pen +5% mind ----- def ----- Armour +5 Fatigue +5% Crit.chn- 10.00% ---------- misc Infravis +2 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +3% light +6% blight ---------- misc Equi/ret +0.80 Psi/ret +0.70 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Str dps ---------- Dmg.mod +3% light Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +7% fire +9% light +7% cold ---------- misc Light +1 Infravis +1 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal +6% nature +6% acid Pinning- +10% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +5% Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning Mind.save +6 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% light +10% darkness A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +3 Infravis +2 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (154 total damage) Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Higher Berserker the Higher Berserker level 10
2nd Mirth 122nd year of Ascendancy at 07:42 see stats
By Higher Berserker the Higher Berserker level 9
2nd Mirth 122nd year of Ascendancy at 00:27 see stats
By Higher Berserker the Higher Berserker level 4
76th Pyre 122nd year of Ascendancy at 23:55 see stats
Log
Gunsnake's Double Shots performs a ranged critical strike against Higher Berserker!
Higher Berserker resists!
Higher Berserker is stunned!
Gunsnake's Double Shots hits Higher Berserker for 105 physical, 6 acid (112 total damage).
Gunsnake's Double Shots hits Higher Berserker for 41 physical damage.
Gunsnake's Double Shots hits Higher Berserker for 39 physical, 6 acid (45 total damage).
Gunsnake's Double Shots hits Higher Berserker for 52 physical damage.
Higher Berserker is not stunned anymore.
Higher Berserker has recovered!
Talent Warshout is ready to use.
Talent Fearless Cleave is ready to use.
Talent Dig is ready to use.
Talent Stunning Blow is ready to use.
Berserker Rage's rage subsides!
Gunsnake's Shoot performs a ranged critical strike against Higher Berserker!
Gunsnake's Shoot hits Higher Berserker for 80 physical, 6 acid (87 total damage).
Gunsnake's Shoot hits Higher Berserker for 50 physical damage.
Gunsnake's Shoot performs a ranged critical strike against Higher Berserker!
Gunsnake's Shoot hits Higher Berserker for 59 physical damage.
Gunsnake's Shoot hits Higher Berserker for 83 physical, 6 acid (89 total damage).
Berserker Rage's rage awakens!
Gunsnake shoots!
Talent Death Dance is ready to use.
Talent Infusion: Regeneration is ready to use.
Gunsnake's Shoot hits Higher Berserker for 56 physical, 6 acid (63 total damage).
Gunsnake's Shoot hits Higher Berserker for 50 physical damage.
Higher Berserker the level 11 higher berserker was bled to death by Gunsnake on level 2 of Wolfmire.
Higher Berserker's rage subsides!