















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Solipsist |
Level / Exp | 32 / 94% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 3rd Profit 122nd year of Ascendancy at 15:27 0 / 8Killed by Bill the Stone Troll at level 12 on the 3rd Profit 122nd year of Ascendancy at 17:30 Killed by Adumina the copperhead snake at level 25 on the 23rd Voratun 123rd year of Ascendancy at 02:47 Killed by Islesema the elven mage at level 30 on the 6th Wealth 123rd year of Ascendancy at 15:30 Killed by Grand Corruptor at level 30 on the 6th Wealth 123rd year of Ascendancy at 20:08 Killed by Gloralrann the skeleton magus at level 31 on the 16th Wealth 123rd year of Ascendancy at 02:30 Killed by Yvylraba the armoured skeleton warrior at level 32 on the 17th Wealth 123rd year of Ascendancy at 09:22 Killed by Ce'Nema the skeleton magus at level 32 on the 18th Wealth 123rd year of Ascendancy at 19:31 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 10) |
Dexterity | 25 (base 13) |
Constitution | 31 (base 15) |
Magic | 10 (base 10) |
Willpower | 114 (base 60) |
Cunning | 99 (base 60) |
Resources
Life | -63/447 |
Equilibrium | 115 |
Psi | 322/625 |
Healing Factor | 1.2658714593978 |
Regeneration | 1.9621007620666 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 44.698633710524 |
See Invisible | 59.698633710524 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 71 |
Accuracy | 56 |
Crit Chance | 36% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 56 |
Crit Chance | 34% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Temporal | +6% |
Nature | +32% |
Lightning | +8% |
Mind | +42% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Lightning | +4% |
Mind | +70% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 18 |
Physical Save | 56.5 |
Spell Save | 60.75 |
Mental Save | 67 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 22%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 13%( 70%) |
Light | + 3%( 70%) |
Mind | + 17%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 8%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 60% |
Confusion Resistance | 47% |
Instadeath Resistance | 100% |
Pinning Resistance | 28% |
Poison Resistance | 50% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 796% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Vorotira the skeleton magus. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by In Your Walls. Escort: temporal explorer (level 2 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 188. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Dmg.mod +6% mind +6% temporal Res.pen +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 42 ----- def ----- Armour +8 Fatigue +3% Resists +6% acid +8% fire +8% lightning +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% mind +10% cold ----- def ----- Resists +3% light +15% cold ---------- misc Hate/m.crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Wil ----- def ----- Armour +4 Fatigue +4% Resists +19% blight +6% cold +12% acid Spell.save +9 (+1 eff.) Mind.save +13 (+3 eff.) Cut- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Str dps ---------- Mind.crit +2% Melee+ 8 mind Dmg.mod +5% mind Res.pen +10% mind ----- def ----- Armour +2 Defense +10 (+3 eff.) Fatigue +3% Resists +7% mind ---------- misc Equi/ret +0.24 Psi/ret +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Wil +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +12 (+4 eff.) Dmg.mod +12% nature +3% mind ----- def ----- Resists +24% nature Mind.save +3 (+0 eff.) Max.HP +25.00 Disarm- +40% Pinning- +28% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Res.pen +25% mind ----- def ----- Mind.save +8 (+2 eff.) Confus- +27% ---------- misc See.Invis +15 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +10% Cut- +40% Confus- +20% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +6% Crit.mult +5.00% Mind.pwr +14 (+3 eff.) Dmg.mod +19% mind On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Spell.save +6 (+0 eff.) Max.HP +34.00 HP.reg +1.30 ---------- misc Vim/s.crit +2.00 Psi/m.crit +3.00 Max.vim +20.00 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. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +2 Mag +2 Wil +5 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning 5 mind 3 darkness Dmg.mod +8% lightning +3% mind +4% darkness Res.pen +4% lightning ----- def ----- Resists +5% lightning +6% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +12 Cun +7 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +14 Defense +21 (+7 eff.) Fatigue +8% Resists +3% blight Mind.save +32 (+8 eff.) ---------- misc Max.psi +50.00 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+2 eff.) Spell.save +15 (+1 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +6 Wil dps ---------- Crit.mult +10.00% Acc +10 (+5 eff.) ----- def ----- Defense +20 (+7 eff.) Die.at -80.00 life Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +17% ---------- misc Stam/turn +0.60 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 cold On Hit.r1 +7 fire While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +2% physical Disarm- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Res.pen +10% cold ----- def ----- Defense +30 (+10 eff.) Resists +5% arcane +6% mind Max.HP +20.00 Pinning- +20% Knockbk- +20% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +13 acid +11 nature While equipped: dps ---------- Res.pen +5% acid +11% nature +6% all Acc +7 (+3 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master/Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 mind On Hit: * 11% chance to reduce all saves and defense by 42 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +7.0% Phys.pwr +8 (+3 eff.) Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +16% cold Res.pen +15% cold Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Psionic Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 167.51 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+0 eff.) Heal.mod +10% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +30 (+8 eff.) Dmg.mod +18% cold Res.pen +15% darkness +10% physical Acc +14 (+7 eff.) ----- def ----- Resists +9% darkness ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Psionic Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +18 Apr +5 Crit +5.5% Capacity 19 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +14 light +13 darkness While equipped: Stats +6 Cun +4 Mag dps ---------- Dmg.mod +15% light +14% darkness ----- def ----- Armour +6 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +8 Str +10 Mag +10 Wil dps ---------- Dmg.mod +20% lightning +12% physical +9% fire +16% cold Res.pen +10% blight ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% lightning +14% cold +9% all Phys.save +16 (+2 eff.) ---------- misc Vim/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +24% acid +12% lightning ----- def ----- Resists +36% acid +6% light +18% lightning +3% blight +3% darkness +3% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Dmg.mod +10% nature Res.pen +25% physical ----- def ----- Armour +8 Resists +2% physical +15% nature +9% all ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +8 Melee+ 13 acid 13 fire Dmg.mod +6% cold Melee Ret 10 acid 11 fire 4 cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid +15% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Light +3 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Master While equipped: Stats +11 Str +10 Con dps ---------- Res.pen +10% blight Melee Ret 6 blight ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +5% Resists +9% blight Phys.save +13 (+2 eff.) Max.HP +105.00 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Resists +24% acid Mind.save +15 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Master/Psionic While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +6% acid +8% physical +10% lightning +8% fire +7% mind +8% cold Mind.save +11 (+2 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Res.pen +25% cold Melee Ret 4 darkness ----- def ----- Resists +18% darkness +6% fire A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +9% fire ----- def ----- Defense +6 (+2 eff.) Max.HP +52.00 Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 36.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Dmg.mod +18% acid +12% fire Res.pen +15% cold Melee Ret 10 fire 10 cold ----- def ----- Defense +2 (+1 eff.) Resists +9% acid Spell.save +10 (+1 eff.) ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +16% light +15% fire Stealth +7 Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +10 Cun +3 Wil ----- def ----- Armour +1 Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +2.00 Light +1 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +7 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +1 Wil +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% blight Apr +7 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +3 Resists +6% blight ---------- misc Light +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex +4 Wil dps ---------- Res.pen +15% light +10% fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +3% Resists +12% fire ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Spell.pwr +10 (+10 eff.) Mov.spd +25% Res.pen +5% arcane Melee Ret 2 blight ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +3% Silence- +27% Confus- +28% Stun/Frz- +27% ---------- misc Vim/s.crit +2.00 Evasion: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Dmg.mod +6% mind Res.pen +25% blight +25% mind ----- def ----- Armour +2 Resists +12% mind +20% blight Disarm- +35% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Phys.crit +6.0% Dmg.mod +7% arcane Apr +3 ----- def ----- Armour +2 Defense +30 (+10 eff.) Fatigue +3% Crit.chn- 15.00% Spell.save +6 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 3 acid 7 fire 7 cold 4 lightning ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +6 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +8 (+8 eff.) Melee+ 12 arcane 8 mind Dmg.mod +3% arcane +6% mind Acc +6 (+3 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +5% Resists +4% arcane +13% mind +6% nature Pinning- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +3 Con dps ---------- Res.pen +5% darkness Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% blight A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind +11% fire Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +16% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+2 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +7 Lck dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Phys.save +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 42 ----- def ----- Resists +3% darkness +5% arcane +3% nature ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +8 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 53.02 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% darkness Melee Ret 10 fire ----- def ----- Resists +9% light +7% fire Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 53.02 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 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
By In Your Walls the Dwarf Solipsist level 30
15th Profit 123rd year of Ascendancy at 03:17 see stats
By In Your Walls the Dwarf Solipsist level 18
16th Gold 123rd year of Ascendancy at 11:00 see stats
By In Your Walls the Dwarf Solipsist level 18
12nd Gold 123rd year of Ascendancy at 23:09 see stats
By In Your Walls the Dwarf Solipsist level 32
17th Wealth 123rd year of Ascendancy at 06:50 see stats
By In Your Walls the Dwarf Solipsist level 24
22nd Voratun 123rd year of Ascendancy at 18:24 see stats
By In Your Walls the Dwarf Solipsist level 23
37th Stralite 123rd year of Ascendancy at 22:43 see stats
By In Your Walls the Dwarf Solipsist level 23
17th Voratun 123rd year of Ascendancy at 11:17 see stats
By In Your Walls the Dwarf Solipsist level 30
6th Wealth 123rd year of Ascendancy at 21:58 see stats
By In Your Walls the Dwarf Solipsist level 30
15th Profit 123rd year of Ascendancy at 02:54 see stats
By In Your Walls the Dwarf Solipsist level 10
3rd Acquisition 122nd year of Ascendancy at 18:19 see stats
By In Your Walls the Dwarf Solipsist level 20
2nd Stralite 123rd year of Ascendancy at 08:50 see stats
By In Your Walls the Dwarf Solipsist level 30
13rd Profit 123rd year of Ascendancy at 15:00 see stats
By In Your Walls the Dwarf Solipsist level 30
15th Profit 123rd year of Ascendancy at 03:17 see stats
By In Your Walls the Dwarf Solipsist level 18
18th Loss 122nd year of Ascendancy at 07:53 see stats
By In Your Walls the Dwarf Solipsist level 16
22nd Profit 122nd year of Ascendancy at 11:04 see stats
By In Your Walls the Dwarf Solipsist level 6
18th Voratun 122nd year of Ascendancy at 18:42 see stats
By In Your Walls the Dwarf Solipsist level 30
15th Profit 123rd year of Ascendancy at 03:17 see stats
By In Your Walls the Dwarf Solipsist level 24
22nd Voratun 123rd year of Ascendancy at 06:18 see stats
By In Your Walls the Dwarf Solipsist level 9
2nd Acquisition 122nd year of Ascendancy at 08:56 see stats
By In Your Walls the Dwarf Solipsist level 30
15th Profit 123rd year of Ascendancy at 03:17 see stats
By In Your Walls the Dwarf Solipsist level 23
38th Stralite 123rd year of Ascendancy at 00:46 see stats
By In Your Walls the Dwarf Solipsist level 15
10th Profit 122nd year of Ascendancy at 18:30 see stats
By In Your Walls the Dwarf Solipsist level 32
17th Wealth 123rd year of Ascendancy at 09:23 see stats
Log
Your resonance field crumbles under the damage!
The psychic field around In Your Walls crumbles.
In Your Walls converts some damage to Psi!
In Your Walls receives 3 healing (3 psi heal).
Deep Wound from Ce'Nema the skeleton magus hits In Your Walls for (0 resonance), 12 to psi, 19 physical (32 total damage).
Ce'Nema the skeleton magus uses Dual Strike.
Ce'Nema the skeleton magus performs a melee critical strike against In Your Walls!
In Your Walls's mind surges with critical power!
In Your Walls is stunned!
Ce'Nema the skeleton magus performs a melee critical strike against In Your Walls!
In Your Walls's mind surges with critical power!
Ce'Nema the skeleton magus is silenced and cannot use Curse of Impotence.
Ce'Nema the skeleton magus's spell attains critical power!
In Your Walls mentally dismisses some damage!
In Your Walls converts some damage to Psi!
Melee retaliation hits Ce'Nema the skeleton magus for 2 mind, 1 mind (4 total damage).
In Your Walls's manaburn arcane area effect hits In Your Walls for 0 arcane damage.
In Your Walls's manaburn arcane area effect hits Ce'Nema the skeleton magus for 45 arcane damage.
Ce'Nema the skeleton magus hits In Your Walls for 44 to psi, 70 physical, (28 dismissed), 3 to psi, 5 darkness, 62 to psi, 98 physical, (28 dismissed), 3 to psi, 5 darkness, 39 to psi, 63 cold (392 total damage).
In Your Walls uses Mind Sear.
In Your Walls hits Ce'Nema the skeleton magus for 209 mind damage.
Ce'Nema the skeleton magus uses Whirlwind.
Ce'Nema the skeleton magus becomes a whirlwind of weapons!
Ce'Nema the skeleton magus performs a melee critical strike against In Your Walls!
Ce'Nema the skeleton magus performs a melee critical strike against In Your Walls!
In Your Walls converts some damage to Psi!
Melee retaliation hits Ce'Nema the skeleton magus for 1 mind, 1 mind (2 total damage).
Ce'Nema the skeleton magus hits In Your Walls for 42 to psi, 66 physical (108 total damage).
In Your Walls the level 32 dwarf solipsist was maimed to death by Ce'Nema the skeleton magus on level 5 of Dreadfell.