











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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: Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
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: 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.
|
Campaign | quick |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Lycanthrope |
Level / Exp | 23 / 77% |
Size | medium |
Lifes / Deaths | Killed by Emelogawe the hummerhorn at level 23 on the 17th Steel 1337th year of Ascendancy at 04:42 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 10) |
Magic | 14 (base 10) |
Willpower | 73 (base 53) |
Cunning | 66 (base 53) |
Resources
Life | -267/633 |
Stamina | 408/408 |
Equilibrium | 78 |
Healing Factor | 1.1872895330003 |
Regeneration | 0.29682238325008 |
Speed
Mental | -2.2204460492503E-14% |
Attack | -2.2204460492503E-14% |
Movement | +10% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 42 |
Accuracy | 36 |
Crit Chance | 25% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 58 |
Crit Chance | 24% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +10% |
Darkness | +10% |
Fire | +5% |
Physical | +8% |
Cold | +10% |
Nature | +3% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 2 (38.594633868923%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 31 |
Mental Save | 48 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 17%( 70%) |
All | + 11%( 70%) |
Darkness | + 22%( 70%) |
Light | + 43%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 15%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 15%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Cunning 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 60 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Blood sacrifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Blood blade | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Surround | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Blood fungus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Barbarity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Prey | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Totems | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. | active |
Equipment
On feet | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 19/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +6% nature +3% light +5% arcane Crit Resistance 15.00% Physical save +5 (+2 eff.) Unlife -20.00 life Healmod +5% Cut Resist +10% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ On-Hit 8 fire Damage +5% fire Accuracy +30 (+11 eff.) defense ------ Armor +2 Defense +20 (+6 eff.) Fatigue +3% Resistance +5% fire other ------- Max stamina +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. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 30/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +3% temporal +3% nature +3% darkness Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +6.5% Attack Speed 100% On-hit +10 darkness +8 physical Damage Against +7% Living While equipped: defense ------ Defense +20 (+6 eff.) Unlife -80.00 life other ------- Max stamina +10.00 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- 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 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.5% Attack Speed 100% While equipped: Stats +5 Str offense ------ Mind Crit +3% Physical Power +15 (+5 eff.) Mindpower +6 (+2 eff.) Damage +3% nature Ignore Armor +2 defense ------ Defense +20 (+6 eff.) Resistance +4% blight Disease Resist +13% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% lightning defense ------ Defense +2 (+1 eff.) Resistance +12% acid +9% darkness +3% light Physical save +11 (+5 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +5 Wil +1 Con offense ------ Physical Crit +2.0% Damage +14% lightning +8% physical +10% cold defense ------ Resistance +7% lightning +7% cold +11% all Unlife -80.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +3 Mag +5 Wil +4 Con offense ------ Spell Crit +2% Spellpower +11 (+8 eff.) Damage +15% darkness Ignore resists +15% nature +10% cold defense ------ Life Regen +0.90 Healmod +14% other ------- See Invisibility +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +4 Mag +3 Wil +4 Cun offense ------ When Hit 8 light other ------- Infravision +2 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Disrupt Weapon Damage 19.5 - 31.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +2.5% Attack Speed 100% On Hit: * 19 arcane resource burn While equipped: Stats +4 Cun +2 Str offense ------ Physical Power +10 (+3 eff.) other ------- Max stamina +30.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 darkness On-Hit, radius 1 +8 light +16 nature On Hit: * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% While equipped: offense ------ Damage +9% darkness Ignore resists +9% physical Accuracy +13 (+5 eff.) Ignore Armor +9 When Hit 4 light Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +2 Cun offense ------ Ignore resists +6% physical +6% all Accuracy +10 (+4 eff.) Ignore Armor +11 defense ------ Resistance +9% acid other ------- Psi when Hit +0.04 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 8 Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +16 mind +12 cold On-crit, radius 2 +16 mind +16 acid On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Damage +9% mind One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 light On-crit, radius 2 +20 acid +16 light On Hit: * 20% chance to slow global speed by 59% While equipped: Stats +3 Str +3 Dex +7 Mag +5 Wil +4 Cun +5 Con defense ------ Resistance +3% acid One-handed war axes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 3 mind 5 darkness Damage +3% mind +2% darkness defense ------ Life +11.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 lightning 3 physical 2 cold 4 acid 2 fire defense ------ Resistance +3% lightning +2% physical +4% fire +4% cold +2% acid Life +10.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-Hit, radius 1 +8 lightning While equipped: Stats +3 Str +3 Wil offense ------ Physical Crit +2.0% Accuracy +7 (+3 eff.) defense ------ Resistance +15% nature +6% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +5% physical +6% fire +5% cold defense ------ Resistance +11% acid +11% physical +11% fire +10% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +15% light Ignore resists +5% acid When Hit 2 mind On-Hit (Melee): * 10% chance to reduce armor by 18% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +20% lightning +20% light A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% acid A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +18 (+6 eff.) Accuracy +10 (+4 eff.) defense ------ Resistance +9% lightning Physical save +12 (+6 eff.) Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Damage +3% temporal Ignore resists +5% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +3% temporal +9% cold Physical save +11 (+5 eff.) Mind save +10 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% physical Ignore resists +10% fire Accuracy +5 (+2 eff.) Ignore Armor +4 When Hit 6 physical defense ------ Armor +2 Resistance +3% fire Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -40.00 life Disarm Resist +31% 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +14 (+5 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +11.00 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +3% nature defense ------ Armor +1 Fatigue +1% Resistance +5% nature 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 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +6 (+3 eff.) Ignore Armor +6 defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag defense ------ Armor +2 Fatigue +3% Resistance +8% light +7% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 35.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +6% nature +1% physical Crit Resistance 5.00% Mind save +3 (+1 eff.) Healmod +15% Stun Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Wil defense ------ Resistance +6% mind +3% darkness +5% arcane Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 200 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +6% lightning +3% light +3% darkness Confus Resist +20% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun offense ------ Damage +6% mind +15% physical Ignore resists +25% cold Accuracy +20 (+7 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Max stamina +30.00 Reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By gggg the Dwarf Lycanthrope level 10
12nd Steel 1337th year of Ascendancy at 22:37 see stats
By gggg the Dwarf Lycanthrope level 20
16th Steel 1337th year of Ascendancy at 06:12 see stats
Log
Gggg activates Thanatosis.
Gggg meditates on nature.
Gggg slows down.
You are unable to move!
You are unable to move!
Gggg is confused and fails to use Infusion: Regeneration.
Emelogawe the hummerhorn shoves War hound aside.
Gathra the slimy ooze uses Distortion Bolt.
Gggg is not dazed anymore.
Ravage from Gathra the slimy ooze hits gggg for 41 physical damage.
Emelogawe the hummerhorn uses Blinding Speed.
Emelogawe the hummerhorn speeds up.
Elunne the white wolf uses Stunning Blow.
Gggg instinctively hardens her skin and ignores the attack!
gggg repels an attack from Elunne the white wolf.
Elunne the white wolf misses gggg.
Emelogawe the hummerhorn uses Prismatic Slash.
Emelogawe the hummerhorn steals life from Brown bear!
Emelogawe the hummerhorn steals life from War hound!
Emelogawe the hummerhorn steals life from Elunne the white wolf!
Emelogawe the hummerhorn receives 15 healing from War hound.
Emelogawe the hummerhorn receives 15 healing from Elunne the white wolf.
Emelogawe the hummerhorn receives 15 healing from Brown bear.
Emelogawe the hummerhorn hits Brown bear for 106 acid damage.
Emelogawe the hummerhorn hits Elunne the white wolf for 106 acid damage.
Emelogawe the hummerhorn hits gggg for 120 acid, 4 fire, 83 acid (208 total damage).
Emelogawe the hummerhorn hits War hound for 106 acid damage.
gggg the level 23 dwarf lycanthrope was corroded to death by Emelogawe the hummerhorn on level 3 of Old Forest.
Gggg uses Slink.
Gggg interrupts her meditation.
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QUICK Campaign Zones
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Norgos Lair
Rhaloren Camp: Overground
Sandworm lair: Big Worms
Old Forest
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Category: Scoundrel
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal