Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. 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: Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Laser for Everyone 1.7.4Removes the name requirement to unlock the full power of Laser Powered Giant Smasher (only for the player!). Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. AmmoAsKnife 1.7.2throwing knife will use equiped ammo stat if talent level is not less than material level Foxwight 1.7.4Adds the Foxwight, a class blending chaotic nature powers with insidious corrupt diseases. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. 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. Technomancy Tweaks 1.7.0Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Auto-Swap Ammo 1.7.0Allows you to arrange for specially tagged ammo in your inventory to be automatically swapped into your quiver when you use an archery-related talent with an empty quiver wielded. To use: Tag (via the 'Tag' action in the use-item dialog) all ammo in inventory that you wish to use with this addon with the tag AMMO:SWAP. Tag your "primary" ammo in your quiver slot, the one you want to be wielding after reloading is finished, with AMMO:SWAP:primary. When you use an archery-related talent while your wielded ammo is empty, if there are any non-empty ammos in your inventory tagged AMMO:SWAP or AMMO:SWAP:primary, a dialog will prompt you to choose which one to wield before firing (if there is only one, it will be swapped in without a dialog). During resting, waiting or moving, when ammo normally reloads, if your wielded ammo is full and any tagged ammo in your inventory is not full, one of them will be automatically wielded to continue reloading (with your "primary" ammo taking priority). Once all your tagged ammo is reloaded, your "primary" ammo will be re-wielded. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Bloodriver Adherent Tweaks 1.7.0Assorted quality-of-life tweaks for Bloodriver Adherents from Shad3Light's Bloodriver Adherent Class addon (required). Includes so far:
Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution
- Gain access to Energies, Radiance, and Sun talent groups
- Celestial/Light, Suncloak talents become instant (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration.
- Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists.
- Brutalize now hits around the user, and inflicts stun and confusion.
- Increase damage of Darkside and Dark Sun talents.
- Devourer Stance is now instant.
- Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Simple Man 1.7.4Adds a new Adventurer class, the Simple Man. Simple Men just needs: Cunning, Mental Critical Chance and Critical Multiplier. Well... it's pretty simple. :) Simple Man also have a class evolution, it can become: LUA Man It has a special resource, the LUA and it can gain LUA by triggering LUA Errors. Be careful, just learn this evolution just for your own risk! :) Thanks for playing! Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net 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! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Nexus improved tooltips 1.7.4Embers 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:
Items Vault 1.7.6Donators/Buyers bonus! Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. 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: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Spider Bikini 1.7.0A companion piece to shad3's Weaver Class addon (required). When you have the Weaver's True Form evolution and are not wearing body armor, your character will be depicted in-game as wearing a spider-silk bikini or mankini. (This will, of course, not be visible if the "Gameplay | Weaver: Full Transfom changes sprite?" game option is enabled.) Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Fanged-Collar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Rider Evolutions 1.7.6Adds an annihilator evolution to ride on your mecharachnid forever, unlocking new talents. 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. 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! Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
* Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
* Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
* Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
* Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
* Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
* Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
* Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
* Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
* Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
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 Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Infected 1.7.6I finally updated this mod :D It's been completely rebalanced and contains a ton of new stuff! You are not ill; you are a weapon. A host to a menagerie of plagues, your body is a battleground you have learned to command. Every joint aches with power, every fever fuels your spells. You wade into battle, letting your infections flare and spread, hammering foes with disease-charged blows or scouring them with projected corruption. You are the source of the outbreak, and your resilience is the only thing holding the chaos within you at bay—because every plague you unleash gnaws at your own life just as eagerly as your enemies. Mechanics: • Spread Blight: Spread up to 6 unique Infections, ravage your enemies with the now-actually-useful Poison Storm, and watch them die to your limitlessly stacking Decay. Balancing Thanks to: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Highest Thaumaturgist 1.7.4Removes the once per turn restriction on multicaster and rolls chances for each spell separately, just so I can see what happens. Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Class: Corrupted Summoner 1.7.6Notice: This addon requires Ashes of Urh'Rok DLC. Class talents: Generic talents: Additionally you can summon some unique demons that you have defeated. All new icons were made by https://game-icons.net/ . Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Stealth Bug Fix 1.7.6A dirty patch to avoid calculating detection for actors in memory but not deployed, just "died" actors, characters in transition from level to level, or dummy actors (projectiles, etc). True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Gemblade 1.6.7Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Less Proper Possession 1.7.0Assorted improvements to the Possessor class, forked by mannendake. Specifically, this fork only prevents in-combat healing and changes cannibalize to a similar "overcharge" talent that does not require bodies, so body management becomes a tactical rather than strategic decision. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. 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. Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Moderately Extended Possessors 1.7.4Improvements to the Possessor class. Original by Velk, with fixes and tweaks by mannendake. Alternate Merchants 1.7.0Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy. 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. 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. Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Radius Amplification Device 1.7.4Range Amplification Device also improves the radius of spell/mind talents. This is probably a bad idea. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Sandworm Cavern SONAR 1.7.0Gives the player access to an item that can detect and highlight sand cavern walls in the Sandworm lair. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Dreadful Arms 1.7.4Allows mechanical arms to use any offhand item to perform its attack instead of being restricted to mindstars. I'm not sure why you'd want this. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: 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 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. Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. 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. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Sonist Class Evo 1.7.4Knockback based class evolution for bulwark Beamerizing Beam! 1.7.4Flags magical beams appropriately and causes all such beams to benefit from wide beam targeting. Notably eye beam, dust to dust, moonlight ray, bone spear, and invoke darkness, because these are on vanilla spell-proc items, but also things that are technically beams such as sunburst and rift cutter. Visuals may be off because most of these talents do not expect themselves to be tampered in this way, but they'll damage things just fine. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. All the Poison! 1.7.4Removes the limit on the types of poisons you can have active. This is a joke addon. Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit Doomed/Darkness Tweaks Some Edit I Don't Remember 1.7.6Some edits I don't remember making. Just uploading it to not invalidate my saves. Below is the original description by rottensunlight@gmail.com. This addon is supposed to alter the cursed/Darkness tree to make it useful, while changing as little as possible. I have long since gone past "as little as possible". I also added the Inner Darkness tree, an advanced tree meant to supplement Darkness the way that Advanced Shadowmancy supports the Shadows tree. -- Creeping Darkness: I lowered the cooldown, I set the number of seeds of darkness to increase appropriately with talent
level. The darkness now inherits a weaker version
of the debuffs of other debuffing abilities you
learn once those talents reach level 4. In
particular, Dark Torrent, and Dark Tendrils. The
strength of the debuffs are determined by the
talent level of the talents from which the
debuffs are stolen, and your mindpower. The
density of the darkness is based on mindpower and
talent level, filling up to 75% of the given aoe
at 100 mind power and talent level 5.-- Dark Vision: I increased the max range of the vision to 7 squares, to enable one to target Agony and
Hateful Whisper correctly. I also boosted the
movement speed buff slightly.-- Dark Torrent: I set the ability to always leave creep behind instead of randomizing a core part of the ability.
I also increased the damage very slightly.-- Dark Tendrils: I made it faster, with scaling based on talent level, and the damage of the darkness it leaves
behind is improved. I also added an extra
tendril at talent level 6.
-- Grudge: This gives you a hate/life heal, while inflicting the Grudge debuff, which will take
back the life it healed, plus a little more,
making you bleed creeping darkness all the while.-- Veil Walk: This is just a short range teleport, with the ability to switch your place with opponents. It
gains range with talent level. It is instant if
you are stepping into your creeping dark. It
also cuts fear immunity, dark resist and mind
save when you switch with an enemy.-- Heartless: This sustained ability burns hate to deal a small amount of dark damage on top of every
blow you deal, and also makes enemies leave
behind pools of darkness when you kill them.-- Dark Blood: This ability is pure damage smearing. It collects all the damage you take in a single pool and
portions it out to you over the following turns
at a set rate.
I have also unlocked the Fears tree, and changed it to be like the version of Fears in HousePet's afflicted rework. However, the fear effects themselves have been altered. In particular, the fears that inflict damage are now allowed to crit, and some of the fears were locked so as to not inflict brainlock. This has been removed. I have significantly buffed Gestures to the point of being absolutely brokt, Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Takonyudo |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 26 / 75% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 16 (base 8) |
| Constitution | 31 (base 10) |
| Magic | 88 (base 57) |
| Willpower | 99 (base 51) |
| Cunning | 45 (base 11) |
Resources
| Life | 601/601 |
| Mana | 585/585 |
| Healing Factor | 2.0058714593978 |
| Regeneration | 34.601282674612 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 26 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
| Damage | 46 |
| Accuracy | 26 |
| Crit Chance | 30% |
| APR | 5 |
| Speed | 1.00 |
| Damage | 35 |
| Accuracy | 26 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
| Damage | 35 |
| Accuracy | 26 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | 10 |
| Accuracy | 26 |
| Crit Chance | 35% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +8% |
| Arcane | +28% |
| Cold | +62% |
| All | +5% |
| Lightning | +39% |
| Light | +26% |
| Mind | +34% |
| Physical | +21% |
| Fire | +64% |
| Darkness | +45% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +10% |
| Temporal | +10% |
| Arcane | +15% |
| Fire | +30% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 65.228713514997 (100%) |
| Defense | 41 |
| Ranged Defense | 51 |
| Fatigue | 4 |
| Physical Save | 27 |
| Spell Save | 44 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 70%( 70%) |
| All | + 3%( 70%) |
| Mind | + 28%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 44%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 39% |
| Disarm Resistance | 25% |
| Confusion Resistance | 25% |
| Knockback Resistance | 24% |
| Stun Resistance | 9% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (82 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Ice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Aegis | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Thunderstorm |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair) | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair) | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire) | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Trollmire. Escort: lost spellblade (level 2 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 32.25 cold and 24.09 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | copper ring of speed0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +11% Accuracy +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| On fingers | steel ring 'Kindletrencher'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +5 Wil +4 Cun offense ------ Spellpower +7 (+1 eff.) Damage +3% blight +3% fire Ignore resists +20% fire Accuracy +7 (+3 eff.) defense ------ Resistance +13% acid +14% fire +12% lightning +11% cold Rings make your fingers look great! |
| On fingers | Blastqueller the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil +3 Con offense ------ Damage +3% arcane Ignore resists +15% arcane +5% lightning defense ------ Resistance +5% arcane Physical save +6 (+3 eff.) Mind save +4 (+2 eff.) Life +53.00 Life Regen +5.00 Healmod +10% Rings make your fingers look great! |
| On fingers | steel ring 'Turalen'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Str defense ------ Armor +4 Resistance +3% lightning +15% fire Life +64.00 Life Regen +7.00 Healmod +10% Disarm Resist +25% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
| On fingers | rogue's steel ring of frost (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +12% cold defense ------ Defense +4 (+2 eff.) Resistance +24% cold Rings make your fingers look great! |
| On fingers | Velarira0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Con offense ------ Damage +14% mind +6% physical Accuracy +10 (+5 eff.) defense ------ Resistance +14% mind Physical save +11 (+6 eff.) Spell save +9 (+3 eff.) Mind save +11 (+4 eff.) Life +80.00 Life Regen +5.00 Healmod +14% Rings make your fingers look great! |
| On fingers | Betatha the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +8 (+4 eff.) Spellpower +18 (+4 eff.) Mindpower +14 (+4 eff.) Damage +14% lightning +5% all On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +28% lightning other ------- Max vim +20.00 Rings make your fingers look great! |
| Around neck | Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
| In main hand | Hazetitan (35.9 damage (117% power), 1.2x range, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Acid Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Mag +10 Wil +12 Cun +1 Con offense ------ Spell Crit +2% Critical power +12.00% Spellpower +6 (+1 eff.) Spellpower/crit +7 Damage +15% acid defense ------ Resistance +6% cold other ------- Negative/turn +0.20 Psi when Hit +0.12 Vim-on-crit +4.00 Hate-on-crit +2.00 Max vim +25.00 Max negative +23.00 Talents +1 Command Staff On Spell Hit: 10% Rethread level 2 Staves designed for wielders of magic, by the greats of the art. |
| In main hand | Staff of Destruction (46.9 damage (132% power), 1.2x range, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.2x Uses 100% Mag Damage Fire Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
| In main hand | imbued ash vilestaff (35.9 damage (117% power), 1.2x range, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Acid Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% acid other ------- Talents +1 Command Staff On Spell Hit: 10% Epidemic level 1 Staves designed for wielders of magic, by the greats of the art. |
| In main hand | Velilratta the ash magestaff (35.9 damage (117% power), 1.2x range, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Fire Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Spellpower +9 (+2 eff.) Damage +15% fire Ignore Shields +12% Ignore Armor +1 defense ------ Armor +5 Defense +17 (+6 eff.) Resistance +2% physical Shield Power +5% other ------- Wards +2 fire Talents +1 Ward +1 Command Staff On Spell Hit: 10% Sun Ray level 2 Staves designed for wielders of magic, by the greats of the art. |
| In off hand | Lunar Shield (0 def, 20 armour, 47.9 damage (156% power), 1.4x range, 250 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 35 [Unique] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Darkness Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +10.0% Block +250 While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
| In off hand | 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 144% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun 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 Metallic 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. |
| In off hand | Summertide (17 def, 15 armour, 47.9 damage (164% power), 1.4x range, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 100% Str Damage Light Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+6 eff.) Ranged Defense +17 (+6 eff.) Fatigue +12% Resistance +15% darkness +10% fire +12% mind +20% light Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Metallic Send out a range 7 beam, lighting its path and dealing 68.54 to 85.68 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| In off hand | Biyadas the Lustrewyrd (20.0 damage (97% power), 1.3x range, 2 apr, sound damage) Biyadas the Lustrewyrd (20.0 damage (97% power), 1.3x range, 2 apr, sound damage)2.0 Encumbrance T2 harp instrument [Random Unique] Nature/Master Weapon Damage 97% Range: 1.0x-1.3x Uses 75% Cun, 15% Dex Damage Sound Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.0% Attack Speed 100% On-hit +8 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% This instrument will act as a bashing device. While equipped: Stats +4 Str +4 Dex +3 Mag +9 Wil +7 Cun +12 Con offense ------ Physical Crit +7.0% Mind Crit +3% Mindpower +3 (+1 eff.) Damage +6% light Ignore resists +10% temporal defense ------ Resistance +3% temporal Mind save +3 (+1 eff.) Life +22.00 other ------- Talents +2 Pluck Strings A small string instrument, packs quite a punch. |
| On head | mindwoven linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 231.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 231.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Inventory
a necklace with fangs0.1 Encumbrance T2 amulet jewelry [Unique] Unknown |
a necklace with fangs0.1 Encumbrance T2 amulet jewelry [Unique] Unknown |
gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +7 (+4 eff.) Spellpower +6 (+1 eff.) Mindpower +5 (+2 eff.) Rings make your fingers look great! |
gold ring of the mountain (+13%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% physical defense ------ Resistance +13% physical Rings make your fingers look great! |
Boltking (35.9 damage (117% power), 1.2x range, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +12% Critical power +11.00% Physical Power +6 (+3 eff.) Spellpower +11 (+2 eff.) Damage +3% lightning +15% physical +3% fire Ignore resists +15% lightning Accuracy +7 (+3 eff.) defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +9% fire other ------- Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff (35.9 damage (117% power), 1.2x range, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Master Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +12 (+3 eff.) Damage +15% physical Accuracy +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash vilestaff of might (35.9 damage (117% power), 1.2x range, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Blight Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +12% Physical Power +6 (+3 eff.) Spellpower +11 (+2 eff.) Damage +15% blight Accuracy +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of fate (35.9 damage (117% power), 1.2x range, 3 apr, darkness element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Darkness Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +15% darkness defense ------ Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (40.7 damage (132% power), 1.2x range, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 132% Range: 1.0x-1.2x Uses 80% Mag Damage Fire Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Goredorek the Starmonster (26.5 damage (150% power), 1.5x range, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +16 acid On Crit: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 While equipped: Stats +10 Con +7 Wil offense ------ Ignore resists +12% physical Accuracy +13 (+6 eff.) Ignore Armor +12 When Hit 2 light On-Hit (Melee): * 10% chance to reduce armor by 41% defense ------ Resistance +6% light Life +30.00 Metallic Massive two-handed mauls. |
enhanced steel greatsword (22.4 damage (127% power), 1.6x range, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +6 Cun +7 Con Metallic Massive two-handed swords. |
slime-covered steel greatsword (23.0 damage (130% power), 1.6x range, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 62% Metallic Massive two-handed swords. |
dwarven-steel greatsword of massacre (27.7 damage (156% power), 1.6x range, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 156% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Metallic Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (27.9 damage (157% power), 1.6x range, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Weapon Damage 157% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 darkness Damage Against +17% Living Metallic Massive two-handed swords. |
thought-forged stralite greatsword (28.9 damage (162% power), 1.6x range, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Psionic Weapon Damage 162% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +19 mind On Hit: * 19% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +5 Wil Metallic Massive two-handed swords. |
sonic voratun greatsword (31.3 damage (175% power), 1.6x range, 11 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Psionic Weapon Damage 175% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% On-hit +14 sound While equipped: defense ------ Resistance +10% sound Metallic Massive two-handed swords. |
thought-forged voratun greatsword (31.1 damage (174% power), 1.6x range, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Psionic Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +7 mind On Hit: * 24% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +2 Wil Metallic Massive two-handed swords. |
Adatira the steel longsword (17.9 damage (111% power), 1.4x range, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Ignore Shields +30% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Str +3 Con offense ------ Physical Power +7 (+4 eff.) Ignore resists +14% physical Accuracy +12 (+6 eff.) Ignore Armor +5 defense ------ Armor +2 Disarm Resist +18% other ------- Stamina/turn +2.00 Metallic Sharp, long, and deadly. |
Acera (22.9 damage (140% power), 1.4x range, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Acid Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Metallic Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 47 acid damage in a 4 radius ball. This damage will increase by 34% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
dwarven-steel longsword of massacre (21.5 damage (132% power), 1.4x range, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Metallic Sharp, long, and deadly. |
slime-covered dwarven-steel longsword (19.9 damage (123% power), 1.4x range, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 8% chance to slow global speed by 62% Metallic Sharp, long, and deadly. |
Xeda the voratun longsword (24.9 damage (153% power), 1.4x range, 18 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% On-hit +14 blight +11 sound On-crit, radius 2 +8 blight On Hit: 20% Epidemic level 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 32 On Crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Mag offense ------ Physical Crit +9.0% Physical Power +13 (+7 eff.) Damage +6% arcane defense ------ Resistance +12% sound +9% blight Disease Resist +24% Metallic Sharp, long, and deadly. |
truestriking voratun longsword (24.7 damage (151% power), 1.4x range, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +16 (+8 eff.) Ignore Armor +6 Metallic Sharp, long, and deadly. |
Ravenoath the steel waraxe (17.4 damage (108% power), 1.4x range, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +16 darkness On-crit, radius 2 +7 acid +5 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +15% darkness Ignore resists +7% acid +7% nature Ignore Armor +6 defense ------ Resistance +3% lightning Metallic One-handed war axes. |
stormbringer's steel dagger of massacre (17.8 damage (120% power), 1.3x range, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +11 lightning +7 cold This is a bardic weapon. While equipped: offense ------ Move Speed +28% Ignore resists +7% lightning +11% cold Metallic Sharp, short and deadly. |
Tudor (17.4 damage (118% power), 1.3x range, 19 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Psionic Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +8.0% Attack Speed 100% On-hit +11 darkness +6 sound Damage Against +5% Living On-crit, radius 2 +13 acid +13 nature This is a bardic weapon. While equipped: Stats +2 Dex offense ------ Critical power +5.00% Ignore resists +9% acid +5% nature Ignore Armor +5 defense ------ Resistance +7% sound Metallic Sharp, short and deadly. |
sonic dwarven-steel dagger of erosion (17.8 damage (120% power), 1.3x range, 12 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +6.0% Attack Speed 100% On-hit +6 nature +5 sound This is a bardic weapon. While equipped: defense ------ Resistance +7% sound Metallic Sharp, short and deadly. |
gifted vined mindstar of clarity (24.5 damage (87% power), 1.1x range, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of nightfall (24.5 damage (87% power), 1.1x range, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 5 darkness Damage +2% mind +8% darkness Ignore resists +7% darkness defense ------ Resistance +6% darkness Blind Resist +13% other ------- Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of resolve (25.0 damage (88% power), 1.1x range, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 88% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 4 darkness Damage +2% mind +2% darkness defense ------ Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
sonic vined mindstar (23.5 damage (83% power), 1.1x range, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 83% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) When Hit 4 sound defense ------ Resistance +2% sound other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of resolve (26.8 damage (94% power), 1.1x range, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+2 eff.) defense ------ Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of resolve (27.6 damage (97% power), 1.1x range, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 3 mind 6 darkness Damage +2% mind +3% darkness defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (26.8 damage (94% power), 1.1x range, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +1 Mag +3 Wil +2 Cun +2 Con offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 4 lightning Damage +7% lightning Ignore resists +9% lightning defense ------ Resistance +10% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +9 Con +9 Wil defense ------ Life +24.00 Longbows are used to shoot arrows at your foes. |
Thaloren-Tree Longbow4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 36 Shoot [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Mayuwyn the Splendourstrider4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +16 acid On-crit, radius 2 +8 acid +4 light On Hit: 10% Arcane Vortex level 2 While equipped: Stats +3 Cun +4 Mag offense ------ Spellpower +6 (+1 eff.) Combat Speed +10% Damage +7% arcane +6% temporal +6% light +7% physical Ignore resists +6% temporal +7% physical defense ------ Resistance +3% acid other ------- Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
fungal steel steamgun of enduring4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Con +7 Wil defense ------ Life +10.00 other ------- Masteries +0.10 Wild-gift/Fungus Metallic Regenerate 72 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of sound4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Psionic/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 sound Uses 2.0 Steam While equipped: offense ------ Damage +8% sound Metallic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Nnnu's Stinger (0/0, 45.6 damage (136% power), 1.4x range, 50 apr) Nnnu's Stinger (0/0, 45.6 damage (136% power), 1.4x range, 50 apr)3.0 Encumbrance T3 arrow ammo [Unique] Psionic Weapon Damage 136% Range: 1.0x-1.4x Uses 50% Wil, 50% Cun, 50% Dex Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +50 On-ranged-hit +25 mind On Hit: * 33% chance to stun, blind, pin, or silence the target for 3 turns (Mindpower or Accuracy vs Mental) While equipped: other ------- Talents +1 Soundshock Your arrows hit instantly. You believe that you are drawing an arrow. You feel its nock against the bowstring. You see yourself take aim. |
thought-forged quiver of yew arrows of accuracy (22/22, 21.6 damage (135% power), 1.4x range, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 135% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +10 Critical Rate +2.0% Capacity 22 Auto Reload 6 On-ranged-hit +18 mind On Hit: * 18% chance to reduce all saves and defense by 34 Arrows are used with bows to pierce your foes to death. |
pouch of steel shots of wind (22/22, 23.5 damage (119% power), 1.2x range, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 67 physical damage Metallic Shots are used with slings to pummel your foes to death. |
sonic pouch of steel shots of erosion (13/13, 24.3 damage (123% power), 1.2x range, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Psionic Weapon Damage 123% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 13 On-ranged-hit +5 nature On-Hit, radius 1 +11 sound Metallic Shots are used with slings to pummel your foes to death. |
acidic steel shield of fire resistance (+17%) (0 def, 4 armour, 47.9 damage (112% power), 1.4x range, 36 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +36 On Hit: * 14% chance to reduce armor by 41% While equipped: offense ------ On-Hit 5 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Metallic Handheld deflection devices. |
wrathful voratun shield (0 def, 10 armour, 47.9 damage (181% power), 1.4x range, 210.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +210 On-crit, radius 2 +11 light +14 fire While equipped: offense ------ On shield block: * Deals 173 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +8% light +6% fire other ------- Talents +1 Block Metallic Handheld deflection devices. |
woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +16% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of sound (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Damage +11% sound defense ------ Resistance +16% sound +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of frost (+28%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +19% cold defense ------ Resistance +11% all +28% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% blight +16% fire +11% nature A suit of armour made of leather. |
rejuvenating rough leather armour of sound resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% sound Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +14% nature +12% blight A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
cleansing hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% blight +10% nature +7% mind Mind save +10 (+4 eff.) A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% blight +15% cold +10% nature A suit of armour made of leather. |
multi-hued hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: offense ------ Mindpower +7 (+2 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +7% acid +5% physical +5% fire +8% lightning +8% cold Life +41.00 A suit of armour made of leather. |
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 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 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: 0 Blood Grasp: Effective talent level: 5.0 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 184.12 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. |
hardened steel mail armour (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% physical +7% fire +6% lightning +6% cold Metallic A suit of armour made of mail. |
rejuvenating steel mail armour of sound resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% sound Life Regen +3.60 other ------- Stamina/turn +0.80 Metallic A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +12 (+4 eff.) Metallic A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +28.00 Life Regen +2.80 other ------- Stamina/turn +0.80 Metallic A suit of armour made of mail. |
prismatic stralite mail armour of acid resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +20% acid +11% light +14% darkness Metallic A suit of armour made of mail. |
steel plate armour 'Berefang' (0 def, 15 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Random Unique] Arcane/Master While equipped: Stats +6 Con offense ------ Damage +9% mind defense ------ Armor +15 Fatigue +27% Resistance +7% acid +7% physical -13% light +7% darkness +6% blight +30% fire +5% lightning +6% cold Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- Max psi +20.00 Metallic A suit of armour made of metal plates. |
Yarihell (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Dex +3 Wil +6 Cun offense ------ Physical Crit +2.0% Physical Power +4 (+2 eff.) Damage +3% mind Ignore resists +7% physical On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Armor +4 Fatigue +3% Resistance +12% fire Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +10 (+4 eff.) Metallic Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 155% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +3% Resistance +5% lightning +8% temporal Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 7 cold Damage +3% cold defense ------ Armor +2 Resistance +6% cold Unarmed combat: Weapon Damage 120% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] Weapon Damage 176% Range: 1.0x-1.1x Uses 50% Cun Damage Physical Mastery Shape Gemblade Ignore Armor +26 Critical Rate +15.1% Attack Speed 100% On-hit +25 cold On Hit: * Can trigger multiple effects on hit, depending on learned talents. On Crit: * Can trigger multiple effects on crit, depending on learned talents. While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
Duvelen the yew wand of clairvoyance [power 11] (15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% acid +3% blight Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 32 Reveal the area around you, dispelling darkness (radius 11, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By So it ends again the Takonyudo Archmage level 10
4th Mirth 122nd year of Ascendancy at 06:34 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By So it ends again the Takonyudo Archmage level 20
9th Mirth 122nd year of Ascendancy at 19:25 see stats
Orbituary (Madness (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By So it ends again the Takonyudo Archmage level 2
75th Pyre 122nd year of Ascendancy at 10:37 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By So it ends again the Takonyudo Archmage level 10
5th Mirth 122nd year of Ascendancy at 09:58 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By So it ends again the Takonyudo Archmage level 23
1st Summertide 122nd year of Ascendancy at 07:57 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By So it ends again the Takonyudo Archmage level 15
7th Mirth 122nd year of Ascendancy at 12:28 see stats
Log
So it ends again casts Elemental Array Burst.
So it ends again casts Elemental Array Burst.
So it ends again casts Elemental Array Burst.
So it ends again casts Elemental Array Burst.
So it ends again's spell attains critical power!
So it ends again casts Elemental Array Burst.
So it ends again's spell attains critical power!
So it ends again casts Elemental Array Burst.
So it ends again casts Elemental Array Burst.
So it ends again casts Elemental Array Burst.
Disruption Shield hits So it ends again for (36 absorbed), (17 absorbed), (17 absorbed) (0 total damage).
So it ends again hits Bethovea the deformed wolf for (11 flat reduction), 311 thaumic energy, (11 flat reduction), 128 cold, (11 flat reduction), 207 cold, (11 flat reduction), (82 to ice), 124 cold, (11 flat reduction), (129 to ice), 194 cold, (11 flat reduction), (105 to ice), 157 darkness, (11 flat reduction), (152 to ice), 228 thaumic energy, (11 flat reduction), (152 to ice), 228 thaumic energy, (11 flat reduction), (105 to ice), 157 darkness, (11 flat reduction), (16 to ice), 24 darkness, (11 flat reduction), (155 to ice), 233 thaumic energy, (11 flat reduction), (36 to ice), 54 cold, (11 flat reduction), (36 to ice), 54 cold, (11 flat reduction), (58 to ice), 87 cold, (11 flat reduction), (59 to ice), 89 cold, (11 flat reduction), (59 to ice), 89 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (59 to ice), 89 cold, (11 flat reduction), (39 to ice), 59 temporal, (11 flat reduction), (59 to ice), 89 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (59 to ice), 89 cold, (11 flat reduction), (17 to ice), 26 darkness, (11 flat reduction), (17 to ice), 26 darkness, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (17 to ice), 26 darkness, (11 flat reduction), (89 to ice), 134 temporal, (11 flat reduction), (8 to ice), 12 temporal, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (17 to ice), 26 darkness, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (37 to ice), 55 cold, (11 flat reduction), (68 to ice), 103 thaumic energy, (11 flat reduction), (68 to ice), 103 thaumic energy, (11 flat reduction), (68 to ice), 103 thaumic energy, (11 flat reduction), (68 to ice), 103 thaumic energy, (11 flat reduction), 271 thaumic energy (4305 total damage).
So it ends again hits So it ends again for 0 darkness, 0 darkness, 0 darkness (0 total damage).
Demonic Soul hits Bethovea the deformed wolf for (11 flat reduction), 104 fire, (11 flat reduction), (55 to ice), 82 fire, (11 flat reduction), (55 to ice), 82 fire (271 total damage).
Talent Invisibility is ready to use.
Demonic Soul killed Bethovea the deformed wolf!
Resting starts...
So it ends again starts to surge mana.
So it ends again is no longer invisible.
Talent Orb of Thaumaturgy is ready to use.
Talent Elemental Array Burst is ready to use.
So it ends again is no longer surging arcane power.
So it ends again stops surging mana.
Talent Rune: Manasurge is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.
The furious lightning storm around So it ends again calms down and disappears.


























































































































