








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Corrupted Skeleton Nexus fork 1.7.6Fork of Femme_Fatale's Corrupted Skeleton addon and Mr Frog's Spookier Scrarier Skeletons addons. I simply added Mr Frog's SFX to Femme_Fatale's buffed talents and merged the re-assemble changes (no longer gives an extra live, now scales with with dexterity and max life and has Mr Frog's negative life and debuff shortening effect). It' my first addon that's more than just changing 1 line of code, so idk if it's stable. If any of the original authors want this removed please message me on discord @Nexus6744 This addon is probably kinda overpowered, but it also buffs NPC skeletons, so I'd recommend disabling it if you're not playing as a skeleton Links to original addons: Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: 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: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats 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.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require 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 mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot 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. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Shorter Zones 1.7.6Reduces the number of floors on each zone. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Smarter Rest 1.7.6智能休息: Rest becomes smarter: Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Nekarcos's Quality of Life 04: Healing Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Woodcutter Fix 1.7.4Fix hash Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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.
Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Modify Prodigies 1.7.4Modify some prodigies, empower outdated prodigies, adjust overpowered ones and introduce new ones. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Inferno Race Pack 1.7.0Adds a collection of my races. Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Schrödinger's Lore (Mark 2) 1.7.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! 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:
Necromancy tweak 1.7.6Call of the Сrypt: Shattered Remains: Assemble: Chill of the Tomb: Aura of Undeath: Surge of Undeath: Dread: Minions can't open doors now ToME Spideproofed 1.7.6Removes graphics from all spider enemies. Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4Cleaner 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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 | Madness Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 41 / 3% |
| Size | huge |
| Lifes / Deaths | Killed by Aramina the nightmare horror at level 35 on the 64th Dusk 122nd year of Ascendancy at 15:53 / 1 |
Primary Stats
| Strength | 71 (base 15) |
| Dexterity | 64 (base 15) |
| Constitution | 82 (base 15) |
| Magic | 122 (base 60) |
| Willpower | 131 (base 60) |
| Cunning | 108 (base 45) |
Resources
| Mana | 780/780 |
| Equilibrium | 0 |
| Vim | 210/210 |
| Life | 1277/1277 |
| Soul | 13/13 |
| Healing Factor | 1.2794172276307 |
| Regeneration | 9.5316583458484 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +34.73465044809% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 4 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 61 |
| Crit Chance | 55% |
| APR | 27 |
| Speed | 1.00 |
| Damage | 153 |
| Accuracy | 61 |
| Crit Chance | 62% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +52% |
| Cold | +45% |
| All | 0% |
| Darkness | +92% |
| Light | +32% |
| Temporal | +9% |
| Mind | +21% |
| Physical | +13% |
| Lightning | +40% |
| Nature | +30% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +38% |
| Cold | +78% |
| Lightning | +92% |
| Temporal | +35% |
| Mind | +15% |
| Darkness | +97% |
| Arcane | +35% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 69 (53.292302510663%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 119 |
| Spell Save | 107 |
| Mental Save | 110 |
Defense: Resistances
| Acid | + 46%( 77%) |
| Blight | + 43%( 77%) |
| Arcane | + 48%( 77%) |
| Cold | + 64%( 77%) |
| All | + 40%( 77%) |
| Lightning | + 47%( 77%) |
| Light | + 49%( 77%) |
| Mind | + 49%( 77%) |
| Physical | + 44%( 77%) |
| Darkness | + 77%( 77%) |
| Fire | + 45%( 77%) |
| Nature | + 62%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 45% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 49% faster, and you are invisible (power 28). Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 44% faster, and you are invisible (power 34). Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
| Spell / Glacial waste | 1.69 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 2.29 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 2.29 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.69 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Eradication | 1.89 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.69 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Commoner / Commoner-in-combat | 1.69 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Animus | 2.09 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.69 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.69 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Lich | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Outlander | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Undead / Vampire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Golden Age of Necromancy |
| talent | Utterly Destroyed |
| talent | Grim Shadow |
| talent | Bone Shield |
| talent | Suffer For Me |
| talent | Spikes of Decrepitude |
| talent | Reaping |
| talent | Phantasmal Shield |
| talent | Eternal Night |
| talent | Aura of Undeath |
| talent | Discarded Refuse |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 36. Commander of the Dead |
| beneficial effect | You start with 30 space in your car and gain 1 every other level. You can only equip up to your maximum space Current equip load 50 out of 56 |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff and tried to steal it from you. You told them nothing and vanquished them. You have advised the elders in Last Hope of these events. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost warrior from death by Nerukira the snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+2 level(s)). | done |
You failed to protect the stranded daemon-powered from death by dragonsfire trap. Escort: stranded daemon-powered (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Bethiwyn the patchwork troll. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 258. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
| On feet | pair of hardened leather boots 'Blazedredge' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con +4 Wil offense ------ Spell Crit +4% Spellpower +3 (+0 eff.) Mindpower +4 (+1 eff.) Damage +9% temporal Ignore resists +5% blight +7% physical +10% temporal When Hit 2 temporal defense ------ Armor +3 Fatigue -6% Resistance +9% lightning Physical save +5 (+1 eff.) other ------- Encumbrance +27 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.2 Power cost 25 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 54% (at 0 Hate) to 180% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This object's appearance was changed to Eden's Guile. |
| On feet | pair of drakeskin leather boots 'Yvurima' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +16 (+4 eff.) Spellpower +25 (+4 eff.) Mindpower +12 (+3 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 39 defense ------ Armor +5 Physical save +14 (+2 eff.) Spell save +9 (+1 eff.) Mind save +10 (+1 eff.) Silence Resist +45% Confus Resist +32% Stun Resist +33% other ------- Mana/turn +0.20 Mana-on-crit +2.00 Vim-on-crit +2.00 A pair of boots made of leather. |
| On feet | Cuthygamnir the Airpower (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +5% Physical Power +5 (+2 eff.) Spellpower +15 (+3 eff.) Damage +15% lightning Ignore resists +32% lightning +11% physical +7% cold defense ------ Armor +5 Resistance +6% cold A pair of boots made of leather. |
| Light source | etched alchemist's lamp1.0 Encumbrance T3 lite [Ego] Master While equipped: Stats +4 Dex defense ------ Affinity +7% acid +8% physical other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Filthreaper (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +25% nature When Hit 8 cold defense ------ Defense +3 (+1 eff.) Resistance +12% nature other ------- Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 17.40% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A pointy cloth hat, very wizardly... This object's appearance was changed to Eye of the Forest. |
| Tool | Brodachik the dragonbone wand of shielding [power 428] (20 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil defense ------ Armor +2 Resistance +6% light +3% lightning Mind save +3 (+0 eff.) Unlife -20.00 life Knockbk Resist +20% other ------- EQ when Hit +0.16 Wards +5 acid +5 fire +5 darkness +5 nature Talents +1 Ward Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Tool | elven-wood totem of healing 'Brodygen' [power 416] (15 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Cun offense ------ Mindpower +10 (+2 eff.) Ignore resists +25% temporal Ignore Armor +5 defense ------ Physical save +9 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.12 Hate-on-crit +5.00 Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Strikestinger'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +8 Str +2 Wil +8 Con offense ------ Physical Power +11 (+3 eff.) Damage +21% mind Ignore resists +25% lightning defense ------ Resistance +3% fire Mind save +6 (+1 eff.) other ------- EQ when Hit +0.04 Max psi +20.00 Rings make your fingers look great! |
| On fingers | Shockcrack the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Mag offense ------ Spellpower/crit +10 Ignore resists +25% lightning +25% arcane defense ------ Resistance +6% blight Physical save +18 (+3 eff.) Spell save +18 (+3 eff.) Mind save +18 (+3 eff.) other ------- Max mana +100.00 Rings make your fingers look great! |
| On fingers | voratun ring 'Lightningknave'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ When Hit 4 lightning defense ------ Armor +6 Defense +30 (+7 eff.) Life Regen +7.00 Blind Resist +20% Disease Resist +20% Confus Resist +20% Stun Resist +46% Teleport Resist +20% Rings make your fingers look great! |
| On fingers | gold ring 'Gloraseldamina'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Lck +6 Cun offense ------ Physical Power +15 (+4 eff.) Ignore resists +15% physical Accuracy +15 (+4 eff.) defense ------ Defense +15 (+4 eff.) Resistance +15% mind +5% physical All That Glitters: (Instant) Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 27.02 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| Around waist | Brenosta1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Wil offense ------ Physical Power +5 (+2 eff.) Steampower +7 (+2 eff.) defense ------ Resistance +6% darkness +6% cold Mind save +11 (+1 eff.) Life +80.00 Confus Resist +20% Pinning Resist +20% other ------- Stamina/turn +3.00 A belt that goes around your waist. |
| In main hand | Afterlife (150% power, 12 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 130% Mag Damage Light Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% Damage Against +25% Undead While equipped: offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Damage +25% lightning +25% cold +25% light +25% darkness Ignore resists +10% lightning +10% cold defense ------ Resist Against +25% Undead other ------- Masteries +0.20 Spell/Necrosis Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
| In main hand | Xanasethra (168% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Psionic Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Str +15 Dex +19 Mag +27 Wil +14 Cun +32 Con offense ------ Damage +3% physical Ignore resists +5% physical defense ------ Armor +10 Life +138.00 Massive two-handed battleaxes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This object's appearance was changed to Sludgegrip (Nightmares). |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+3 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. This object's appearance was changed to Evermoss Robe. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+2 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
| Cloak | elven-silk cloak 'Morningqueller' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Dex +3 Cun offense ------ Critical power +15.00% Damage +23% darkness Ignore resists +16% darkness +15% mind defense ------ Defense +3 (+1 eff.) Resistance +23% darkness +9% light Stealth +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Destala's Scales. |
| Cloak | Haradil the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +6 Str +5 Dex +4 Mag +2 Cun offense ------ Damage +21% darkness +9% arcane Ignore resists +20% darkness defense ------ Defense +3 (+1 eff.) Resistance +20% darkness Crit Resistance 15.00% Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 7.2 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (198). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| Around neck | Splendournaught0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Resistance +6% fire +14% arcane +3% physical Crit Resistance 15.00% Disarm Resist +20% other ------- Light +3 Amulets make your neck look great! |
| Around neck | stralite amulet 'Mardakath'0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ On-Hit 9 light 5 darkness Damage +3% acid +7% light +9% darkness +21% arcane Ignore resists +10% arcane When Hit 4 arcane When Hit: * 9% chance to blind * 9% chance to reduce damage dealt by 35% defense ------ Armor +6 Defense +8 (+2 eff.) Resistance +10% acid Max Resistance +4% all Physical save +14 (+2 eff.) Amulets make your neck look great! |
| Around neck | Hunter's Fetish0.1 Encumbrance T5 amulet jewelry [Unique] Nature While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +10% On-Hit 30 crippling poison On-Ranged-Hit 30 crippling poison Ignore Armor +10 defense ------ Stealth +10 other ------- Infravision +5 Masteries +0.20 Wild-gift/Hunter +0.20 Cursed/Predator A disgusting collection of various bits of prey that the Hunter has caught. |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Inventory
blink rune of the psychic (range 10; phase 26; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 9; phase 26; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the wizard (damage 367; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 367.09 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Crystal Shard (113% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+2 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+2 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 3.5 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 100% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Drake's Bane (156% power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+2 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Khulmanar's Wrath (182% power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 158.77 fire damage, and flames will be left dealing a further 36.93 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Dethblyd (182% power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 182% Range: 1.0x-1.6x Uses 10% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Twilight's Edge (158% power, 7 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 158% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +18% darkness +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Rusty Chopper (129% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Unique] Arcane/Psionic Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-hit +10 acid On Critical: * inflicts a cursed wound (halves healing for 10 turns) While equipped: other ------- Hate/kill +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Heaven's Glint (144% power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Arcane Weapon Damage 145% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Attack Speed 100% On-hit +20 cold Damage Conversion 50% light While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +20 (+3 eff.) Damage +20% light other ------- Light +2 On Spell Hit: 10% Sun Flare level 4 Circle of Blazing Light: (Instant) Effective talent level: 5.5 Power cost 40 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 5 each turn and deals 22.60 light damage and 17.12 fire damage per turn to everyone else within its radius. The circle lasts 8 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Icy Kill (143% power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 Masteries +0.20 Psionic/Blade offense +0.20 Wild-gift/Blizzard As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Eroded Blade (115% power, 9 apr) Eroded Blade (115% power, 9 apr)1.0 Encumbrance T4 ritual blade 1H weapon [Unique] Arcane/Nature Weapon Damage 115% Range: 1.0x-1.3x Uses 45% Mag, 45% Dex Damage Physical Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Mind Crit +12% Damage +25% acid +25% temporal +25% nature Ignore resists +10% acid +10% temporal +10% nature defense ------ Resistance +10% acid +10% temporal +10% nature Ashes to ashes, dust to dust. That which came from the earth, shall return to it. |
The Lumberator (132% power, 19 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Unique] Nature/Steamtech Weapon Damage 132% Range: 1.0x-1.5x Uses 100% Str Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +8% other ------- Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Scorpion's Tail (133% power, 8 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 134% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm level 3 While equipped: offense ------ Accuracy +10 (+3 eff.) other ------- See Stealth +9 See Invisibility +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Murderfang's Surekill4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Critical: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Glacia4.0 Encumbrance T4 steamgun 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Attack Speed 100% Damage Multiplier 130% Range +7 Projectile Speed +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: defense ------ Pierce Iceblocks +20% Strange coils encircle this extremely cold gun. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+4 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 4.2 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Masochism (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 15 Blood Grasp: Effective talent level: 11.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 334.46 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Ancient Golem Suit (20 def, 30 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +4 Con offense ------ Damage +20% arcane defense ------ Armor +30 Defense +20 (+5 eff.) Fatigue +20% Resistance +20% physical Physical save +20 (+3 eff.) Spell save +20 (+3 eff.) other ------- Max mana +40.00 Max stamina +40.00 Size +1 Masteries +0.20 Golem/Fighting +0.20 Golem/Arcane Arcane Pull: Effective talent level: 9.3 Power cost 30 out of 40/40. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your golem pulls all foes within radius 6 toward itself while dealing 191.41 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it's very old. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+4 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+2 eff.) Mind save +25 (+4 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 5.9 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 30 Armour, 44 Defense and your attacks will gain 55% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Horns of the Minotaur (10 def, 20 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training Heavy Armour Training 3 [Unique] Nature/Psionic While equipped: offense ------ Physical Power +20 (+5 eff.) defense ------ Armor +20 Defense +10 (+2 eff.) Fatigue +10% Physical save +20 (+3 eff.) other ------- Size +1 Rush: Effective talent level: 11.0 Power cost 45 out of 45/45. Range 13 Cooldown: 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
64 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Dourmaim the voratun pickaxe (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +24% fire Ignore resists +25% darkness On-Hit (Melee): * 20% chance to slow global speed by 72% * 20% chance to reduce damage dealt by 35% defense ------ Armor +4 Defense +7 (+2 eff.) Resistance +10% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 20/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By A'as the Lich Adventurer level 40
11st Regrowth 123rd year of Ascendancy at 16:21 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By A'as the Oboroguruma Adventurer level 35
54th Dusk 122nd year of Ascendancy at 00:39 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By A'as the Lich Adventurer level 39
9th Regrowth 123rd year of Ascendancy at 18:07 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By A'as the Lich Adventurer level 40
15th Regrowth 123rd year of Ascendancy at 15:10 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By A'as the Lich Adventurer level 40
15th Regrowth 123rd year of Ascendancy at 03:21 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By A'as the Oboroguruma Adventurer level 29
52nd Dusk 122nd year of Ascendancy at 08:35 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By A'as the Oboroguruma Adventurer level 35
53rd Dusk 122nd year of Ascendancy at 23:33 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By A'as the Oboroguruma Adventurer level 10
75th Pyre 122nd year of Ascendancy at 08:23 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By A'as the Oboroguruma Adventurer level 20
22nd Dusk 122nd year of Ascendancy at 10:59 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By A'as the Oboroguruma Adventurer level 30
52nd Dusk 122nd year of Ascendancy at 09:43 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By A'as the Lich Adventurer level 40
9th Regrowth 123rd year of Ascendancy at 18:07 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By A'as the Lich Adventurer level 35
64th Dusk 122nd year of Ascendancy at 15:53 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By A'as the Lich Adventurer level 37
65th Dusk 122nd year of Ascendancy at 07:20 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By A'as the Oboroguruma Adventurer level 19
22nd Dusk 122nd year of Ascendancy at 10:11 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By A'as the Lich Adventurer level 41
15th Regrowth 123rd year of Ascendancy at 18:28 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By A'as the Oboroguruma Adventurer level 35
54th Dusk 122nd year of Ascendancy at 00:39 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By A'as the Lich Adventurer level 37
7th Regrowth 123rd year of Ascendancy at 21:20 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By A'as the Oboroguruma Adventurer level 12
76th Pyre 122nd year of Ascendancy at 15:30 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By A'as the Oboroguruma Adventurer level 35
54th Dusk 122nd year of Ascendancy at 00:39 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By A'as the Lich Adventurer level 39
9th Regrowth 123rd year of Ascendancy at 06:35 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By A'as the Oboroguruma Adventurer level 19
16th Dusk 122nd year of Ascendancy at 11:31 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By A'as the Oboroguruma Adventurer level 16
77th Pyre 122nd year of Ascendancy at 20:35 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By A'as the Oboroguruma Adventurer level 16
77th Pyre 122nd year of Ascendancy at 20:35 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By A'as the Lich Adventurer level 39
9th Regrowth 123rd year of Ascendancy at 02:16 see stats
Log
Poison from Spore colony hits Ghoul for 32 nature damage.
Poison from Spore colony hits Cultist for (163 to bones), 0 nature (0 total damage).
Poison from Spore colony hits Ghoul for 32 nature damage.
Poison from Spore colony hits Cultist for 163 nature damage.
Ghoul stops being poisoned.
Cultist stops being poisoned.
The poison spore looks somewhat drained.
Your summoned ghoul disappears.
Cultist casts Grace of the Eternals.
Cultist speeds up.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Sliders (Madness (Roguelike) difficulty)!
Lore found: lost farportal
You can read all your collected lore in the game menu, by pressing Escape.
There is a ladder to worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You enter the swirling portal and in the blink of an eye you set foot on an unfamiliar cave, with no trace of the portal...
Quest 'The wild wild east' is done! (Press 'j' to see the quest log)
Accepted quest 'Strange new world'! (Press 'j' to see the quest log)
Saving game...
Saving done.






































































































































