Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 ! 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! Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. 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:
Frost Invoker 1.7.0Adds 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: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- 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 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 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. 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.
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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 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. 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. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. 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: 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. 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 Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Class: Demolisher 1.7.0A 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 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 Class: Spellweaver 1.7.4Adds 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 Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) 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. Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Discordant class (and friends) 1.6.71) Add 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. 2) 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. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) 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. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A 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. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release 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. 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. Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 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 1.7.4Allows 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. 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 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: 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 21 / 88% |
Size | medium |
Lifes / Deaths | Killed by Faeros at level 5 on the 78th Pyre 122nd year of Ascendancy at 22:04 1 / 4Killed by Isothra the forest wight at level 19 on the 56th Dusk 122nd year of Ascendancy at 09:31 Killed by Ddana at level 21 on the 63rd Dusk 122nd year of Ascendancy at 17:27 Killed by Ddana at level 21 on the 63rd Dusk 122nd year of Ascendancy at 20:39 |
Primary Stats
Strength | 35 (base 13) |
Dexterity | 16 (base 10) |
Constitution | 55 (base 39) |
Magic | 56 (base 50) |
Willpower | 11 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | 975/975 |
Insanity | 100/100 |
Healing Factor | 1.6749358927269 |
Regeneration | 17.670573668269 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -62.968710796561% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 2 |
See Invisible | 7 |
Offense: Mainhand
Damage | 52 |
Accuracy | 40 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Darkness | +60% |
Temporal | +9% |
Blight | +30% |
Arcane | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Darkness | +25% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (35.65183292883%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 24 |
Mental Save | 24 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 47%( 70%) |
All | + 19%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 29%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 43%( 70%) |
Physical | + 20%( 70%) |
Fire | + 53%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 26% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 10% |
Disarm Resistance | 70% |
Bleed Resistance | 100% |
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 light, 4 blight, 5 mind |
Class Talents
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Slow death | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 xorn fragment. * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. * You've found the needed electric eel tail. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Gleldamina the Eclipsewrecker (0 def, 3 armour) Gleldamina the Eclipsewrecker (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% acid +18% darkness +7% blight Res.pen +5% nature +15% cold Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 8% ----- def ----- Armour +3 Resists +9% nature Disease- +36% A pair of boots made of leather. |
Light source | Jetborn the alchemist's lamp Jetborn the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Resists +6% lightning +6% temporal +15% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Squalorwinnow (6 def, 0 armour) Squalorwinnow (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +6 (+3 eff.) Resists +16% acid +9% fire +6% nature Mind.save +3 (+1 eff.) Max.HP +80.00 A pointy cloth hat, very wizardly... |
Tool | dragonbone totem of summon tentacle 'Unlightmark' [power 430] (25 cooldown) dragonbone totem of summon tentacle 'Unlightmark' [power 430] (25 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 8% ----- def ----- Resists +9% fire Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1140 Base Damage: 440 Armor: 28 All Resist: 13 Puts all charms on 25 cooldown 100% to increase all damage penetration by 20% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Mardekan the steel ring Mardekan the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Dmg.mod +3% blight Acc +7 (+2 eff.) ----- def ----- Max.HP +48.00 Disarm- +40% Pinning- +44% Knockbk- +48% Rings make your fingers look great! |
On fingers | steel ring 'Bregidil' steel ring 'Bregidil'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +6 Dmg.mod +12% darkness +12% fire ----- def ----- Resists +24% darkness +24% fire HP.reg +2.00 Stun/Frz- +21% ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
On hands | hardened leather gloves 'Pologada' (0 def, 2 armour) hardened leather gloves 'Pologada' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +8 Str dps ---------- Phys.pwr +15 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +1% physical Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -40.00 life Disarm- +20% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe 'Yvuritha' (0 def, 0 armour) woollen robe 'Yvuritha' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% temporal +6% arcane ----- def ----- Resists +18% acid +3% temporal +17% blight +5% arcane +9% all Max.HP +97.00 HP.reg +4.30 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Ivadhethra the linen cloak (1 def, 0 armour) Ivadhethra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Cun ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +3% temporal Spell.save +5 (+2 eff.) Mind.save +9 (+4 eff.) HP.reg +4.00 Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Leladir' steel amulet 'Leladir'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 35% ----- def ----- Resists +12% mind Blind- +10% Confus- +26% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 Sight +2 See.Invis +7 Masteries +0.10 Demented/Slow death Amulets make your neck look great! |
Inventory
teleportation rune (range 20; cd 14) teleportation rune (range 20; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 46; cd 18) teleportation rune (range 46; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +3 Mag +5 Cun dps ---------- Phys.pwr +16 (+6 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +6 (+6 eff.) Dmg.mod +5% all Apr +2 ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's gold ring conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of sensing wizard's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
Emelogavena the Splendourwitch (21-32 power, 2 apr) Emelogavena the Splendourwitch (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Disrupt/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 mind +8 darkness Against +12% Unnatural On Hit: * 14% chance to reduce all saves and defense by 8 * 17 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 10 light Massive two-handed battleaxes. |
Jetsaw (30-45 power, 2 apr) Jetsaw (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +14 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness +12% physical Acc +13 (+4 eff.) Apr +9 Melee Ret 4 darkness 2 temporal Massive two-handed battleaxes. |
balanced steel dagger of erosion (12-16 power, 6 apr) balanced steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, short and deadly. |
steel dagger of massacre (20-27 power, 6 apr) steel dagger of massacre (20-27 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
harpstrung ash longbow harpstrung ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Dmg.mult 45% Range +6 Ranged+ +8 physical Recurse +1 Longbows are used to shoot arrows at your foes. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (13-18 power, 3 apr) steel longsword (13-18 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Phoenixlord (14-20 power, 2 apr) Phoenixlord (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 33% While equipped: ----- def ----- Resists +3% blight +6% cold +6% acid Spell.save +3 (+1 eff.) Blunt and deadly. |
thorny mindstar of life (10-10 power, 24 apr, nature damage) thorny mindstar of life (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- 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. |
hardened leather sling of cunning (+4) hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
ash magestaff 'Dourmistress' (15-18 power, 3 apr, lightning element) ash magestaff 'Dourmistress' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +12% fire +12% acid Res.pen +15% darkness +10% fire Melee Ret 10 fire ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw of massacre (28-43 power, 0 apr) dwarven-steel steamsaw of massacre (28-43 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quick dwarven-steel steamsaw of erosion (23-34 power, 0 apr) quick dwarven-steel steamsaw of erosion (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Melee+ +6 nature Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Polinor (10-15 power, 2 apr) Polinor (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Die.at -20.00 life Teleport- +10% ---------- misc Hate/m.crit +1.00 Max.hate +4.00 One-handed war axes. |
dwarven-steel waraxe (23-32 power, 4 apr) dwarven-steel waraxe (23-32 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
hateful iron waraxe (10-14 power, 2 apr) hateful iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Psionic Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +5% Living One-handed war axes. |
iron waraxe of erosion (13-18 power, 2 apr) iron waraxe of erosion (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
Gloompanic Gloompanic1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +9% darkness ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +2.00 A belt that goes around your waist. |
Yarusarim the Prismedge Yarusarim the Prismedge1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+6 eff.) Dmg.mod +12% acid +9% light +6% mind ----- def ----- Resists +12% mind +3% acid Phys.save +9 (+5 eff.) A belt that goes around your waist. |
cleansing rough leather belt cleansing rough leather belt1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
insulating hardened leather belt insulating hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +8% cold A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Freezesever (6 def, 0 armour) Freezesever (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% physical ----- def ----- Defense +6 (+3 eff.) Resists +12% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavahacker (2 def, 0 armour) Lavahacker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +15% blight Crit.chn- 10.00% HP.reg +3.00 Heal.mod +13% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ologrim (1 def, 0 armour) Ologrim (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Dmg.mod +3% blight +6% temporal Res.pen +15% arcane +5% blight ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiancestreaker (2 def, 0 armour) Radiancestreaker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Con dps ---------- Dmg.mod +15% light +6% acid Res.pen +20% light ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +9% light +6% nature Spell.save +6 (+3 eff.) ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettarim (2 def, 3 armour) Hettarim (2 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% all Phys.save +17 (+9 eff.) ---------- misc Psi/ret +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour) cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of protection (2 def, 2 armour) spellwoven woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% all Phys.save +16 (+8 eff.) Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Borynarichak' (0 def, 0 armour) woollen robe 'Borynarichak' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +14% lightning +8% nature +10% mind ----- def ----- Resists +21% lightning +6% blight +10% mind +9% all Poison- +22% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emothra the pair of hardened leather boots (0 def, 3 armour) Emothra the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 8 ----- def ----- Armour +3 Resists +9% lightning +3% mind +3% nature ---------- misc Stam/turn +0.80 Max.stam +14.00 A pair of boots made of leather. |
Eremyroldir (0 def, 1 armour) Eremyroldir (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ----- def ----- Armour +1 Crit.chn- 5.00% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Torifang the pair of rough leather boots (0 def, 1 armour) Torifang the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% light +5% arcane +6% mind HP.reg +4.00 Poison- +10% A pair of boots made of leather. |
Urtharin the pair of dwarven-steel boots (0 def, 7 armour) Urtharin the pair of dwarven-steel boots (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 33% * 10% chance to reduce all saves and defense by 8 ----- def ----- Armour +7 Fatigue +3% Resists +3% temporal +3% nature +5% arcane Spell.save +18 (+9 eff.) ---------- misc Infravis +3 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 iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Aeronn' (0 def, 1 armour) pair of rough leather boots 'Aeronn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +5 Str +1 Wil dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Armour +1 Die.at -40.00 life HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
pair of rough leather boots 'Mayiwyn' (0 def, 1 armour) pair of rough leather boots 'Mayiwyn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Resists +3% fire +6% darkness +9% temporal Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life A pair of boots made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Burnward the rough leather gloves (0 def, 1 armour) Burnward the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +10% fire Res.pen +15% fire ----- def ----- Armour +1 Resists +6% lightning +6% fire 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. |
Duathelraptor (0 def, 1 armour) Duathelraptor (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +1 Phys.save +3 (+2 eff.) 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. |
hardened leather gloves of strength (+3) (0 def, 2 armour) hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +2 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. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
naturalist's dwarven-steel gauntlets of butchering (0 def, 2 armour) naturalist's dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 nature Dmg.mod +5% nature Acc +5 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +6% nature Spell.save +11 (+5 eff.) 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. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold 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. |
Gloomzeal the linen wizard hat (1 def, 4 armour) Gloomzeal the linen wizard hat (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +3% physical ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +6% lightning +5% temporal Die.at -60.00 life A pointy cloth hat, very wizardly... |
Jetcutter (0 def, 3 armour) Jetcutter (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% fire ---------- misc Infravis +3 A cap made of leather. |
Layolle the rough leather cap (0 def, 1 armour) Layolle the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +5% fire +6% cold A cap made of leather. |
Umbrarune the dwarven-steel helm (6 def, 4 armour) Umbrarune the dwarven-steel helm (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun +3 Wil dps ---------- Crit.mult +10.00% Res.pen +5% darkness +20% cold Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +4% Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of strength (+2) (0 def, 3 armour) hardened leather cap of strength (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
miner's hardened leather cap of constitution (+2) (0 def, 5 armour) miner's hardened leather cap of constitution (+2) (0 def, 5 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
dwarven-steel mail armour 'Branddream' (3 def, 15 armour) dwarven-steel mail armour 'Branddream' (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Armour +15 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +7% physical +8% cold +10% lightning +17% fire ---------- misc Infravis +2 A suit of armour made of mail. |
dwarven-steel mail armour of command (11 def, 12 armour) dwarven-steel mail armour of command (11 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +12 Defense +11 (+6 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
enlightening steel mail armour of spell shielding (2 def, 6 armour) enlightening steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +11 (+5 eff.) Mind.save +13 (+6 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour 'Malutorak' (6 def, 4 armour) cured leather armour 'Malutorak' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +20% fire Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
hardened leather armour of resilience (9 def, 6 armour) hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. |
radiant hardened leather armour of fire resistance (9 def, 6 armour) radiant hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% blight +17% fire +17% darkness ---------- misc Light +2 A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour) rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +31.00 HP.reg +5.60 Heal.mod +13% ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rough leather armour of resilience (3 def, 2 armour) rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +21.00 A suit of armour made of leather. |
enlightening dwarven-steel plate armour of resilience (0 def, 11 armour) enlightening dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+6 eff.) Max.HP +20.00 A suit of armour made of metal plates. |
prismatic steel plate armour of acid resistance (0 def, 9 armour) prismatic steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% acid +11% light +11% darkness A suit of armour made of metal plates. |
quiver of yew arrows of erosion (18/18, 31-43 power, 10 apr) quiver of yew arrows of erosion (18/18, 31-43 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.0 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. |
350 alchemist agate 350 alchemist agate0.0 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 opal 2 opal0.0 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazewire the brass lantern Blazewire the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +5 (+5 eff.) Melee Ret 6 mind ----- def ----- Max.HP +40.00 ---------- misc Psi/ret +0.04 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. |
Torodramas the brass lantern Torodramas the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% ----- def ----- Defense +10 (+5 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Emelimita' brass lantern 'Emelimita'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+8 eff.) Phys.save +3 (+2 eff.) ---------- misc Max.stam +10.00 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. |
brass lantern 'Sleetbutcher' brass lantern 'Sleetbutcher'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% cold Melee Ret 8 arcane ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
garnet garnet0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Hanorachak the Airwild [power 25] (25 cooldown) Hanorachak the Airwild [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Res.pen +15% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of mindblast [power 100] (15 cooldown) soothing iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
Relgydil the Corpsetaint [power 260] (15 cooldown) Relgydil the Corpsetaint [power 260] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 8 ----- def ----- Resists +3% acid +3% temporal Blind- +20% Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew wand of shielding [power 248] (20 cooldown) piercing yew wand of shielding [power 248] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 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. |
9 ametrine 9 ametrine0.0 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. |
8 citrine 8 citrine0.0 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. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ddana the Ghoul Writhing One level 13
6th Dusk 122nd year of Ascendancy at 17:32 see stats
By Ddana the Ghoul Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 09:39 see stats
By Ddana the Ghoul Writhing One level 20
56th Dusk 122nd year of Ascendancy at 19:53 see stats
By Ddana the Ghoul Writhing One level 14
32nd Dusk 122nd year of Ascendancy at 00:56 see stats
By Ddana the Ghoul Writhing One level 13
4th Flare 122nd year of Ascendancy at 05:32 see stats
By Ddana the Ghoul Writhing One level 21
59th Dusk 122nd year of Ascendancy at 03:22 see stats
By Ddana the Ghoul Writhing One level 21
58th Dusk 122nd year of Ascendancy at 16:08 see stats
By Ddana the Ghoul Writhing One level 15
33rd Dusk 122nd year of Ascendancy at 05:37 see stats
Log
Ddana starts suffocating to death!
Rested for 1 turns (stop reason: detrimental status effect).
Ddana is suffocating.
You don't see how to get there...
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Ddana is recovering from the damage!
You don't see how to get there...
Resting starts...
Rested for 1 turns.
Resting starts...
Rested for 1 turns.
Ddana the level 21 ghoul writhing one suffocated to death on level 1 of Sandworm lair.
You don't see how to get there...
Resting starts...
Rested for 1 turns.
Resting starts...
Rested for 1 turns.
Resting starts...
Rested for 1 turns.
Resting starts...
Rested for 1 turns.
Resting starts...
You have 1 life(s) left.
Rested for 1 turns (stop reason: detrimental status effect).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.