Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn 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. Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Additional Randart Properties 1.5.5 Instant Level 13 1.5.9 Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Hulk! 1.4.8 Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Harbinger 1.5.5 No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Protos race 0.2 1.3.5Protos race. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 High Guard 1.5.10Adds 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 Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. No more creaky door 1.2.5Got rid of the most anoying door creaks. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Forbidden Cults 1.5.9Official 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.
Ignore Race/Class Locks 1.1.0Modifies 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Allow Respec Anywhere 1.2.3Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] White Monk 1.5.10Adds 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. Galvanic Alchemancer 1.5.9Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Inferno Race Pack 1.4.0Adds a collection of my races. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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:
adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Items Vault 1.5.0Donators/Buyers bonus! The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Bladebender 1.5.6 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Shadow Race 1.0.1"Shadows are magical creatures created by spellcasters to be used as tools to help them achieve their goals. Class: Astromancer 1.5.0A 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 Cat Point Cap Boost 1.5.5 Better Item Description 1.5.10This 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 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: Đ ĐŁĐĄ ::::::::::::::::::::::::::::::::::: ĐпОŃĐ°ĐœĐžĐ”: ĐĐŽĐŽĐŸĐœ ŃĐ°Đ·Đ±Đ»ĐŸĐșĐžŃŃĐ”Ń ĐČŃĐ” ĐČĐ”ŃĐșĐž ŃĐ°Đ»Đ°ĐœŃĐŸĐČ ĐČ ĐžĐłŃĐ” Đ·Đ° ĐČŃĐ” ĐŽĐŸŃŃŃĐżĐœŃĐ” ĐșлаŃŃŃ (ĐżŃĐž ŃŃĐ»ĐŸĐČОО, ŃŃĐŸ ŃĐ” ŃжД ĐŽĐŸŃŃŃĐżĐœŃ ĐŽĐ»Ń ĐČŃĐ±ĐŸŃĐ°, ĐœĐ°ĐżŃĐžĐŒĐ”Ń Wildfire). ĐŃ ĐŒĐŸĐ¶Đ”ŃĐ” ŃŃĐ°Đ·Ń ĐœĐ°ŃĐ°ŃŃ ĐžĐłŃĐ°ŃŃ Ń ŃĐ”ĐŒĐž ŃĐ°Đ»Đ°ĐœŃĐ°ĐŒĐž, ĐșĐŸŃĐŸŃŃĐ” ĐČĐ°ĐŒ ĐČĐ°Đ¶ĐœŃ Đž ĐżŃĐŸĐșĐ°ŃĐžĐČĐ°ŃŃ ŃĐ” ĐČĐ”ŃĐșĐž, ĐČ ĐșĐŸŃĐŸŃŃŃ Đ±ĐŸĐ»ŃŃĐ” ĐČŃĐ”ĐłĐŸ ĐœŃжЎаДŃĐ”ŃŃ. - ĐĐ·ĐŒĐ”ĐœĐ”ĐœĐžŃĐŒ ĐœĐ” ĐżĐŸĐŽĐČĐ”ŃглОŃŃ ŃŃĐ”Đ±ĐŸĐČĐ°ĐœĐžŃ ŃĐ°Đ»Đ°ĐœŃĐŸĐČ (ĐĄŃĐ°ŃŃ Đž ĐŁŃĐŸĐČĐ”ĐœŃ) Đž ĐžŃ ŃĐŸĐŽŃŃĐČĐŸ. ĐĐŸĐ±ĐŸŃĐœŃĐč ŃŃŃĐ”ĐșŃ: ĐĐŽĐŽĐŸĐœ ŃĐ°Đ·Đ±Đ»ĐŸĐșĐžŃŃĐ”Ń ĐČŃĐ” ĐČĐ”ŃĐșĐž ŃĐ°Đ»Đ°ĐœŃĐŸĐČ, ЎажД Đ”ŃлО ĐŸĐœĐž ĐœĐ” ĐŸŃĐșŃŃŃŃ/ОзŃŃĐ”ĐœŃ/ĐžŃŃĐ»Đ”ĐŽĐŸĐČĐ°ĐœŃ ĐœĐ° Đ°ĐșĐșĐ°ŃĐœŃĐ” ĐŽĐŸ ŃĐžŃ ĐżĐŸŃ. ĐŁŃŃĐ°ĐœĐŸĐČĐșĐ°: ĐŁĐŽĐ°Đ»Đ”ĐœĐžĐ”: ОлО ĐČ ĐžĐłŃĐ”: Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Radiant |
Level / Exp | 13 / 29% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1062 (base 10) |
Dexterity | 1009 (base 10) |
Constitution | 1039 (base 39) |
Magic | 1038 (base 39) |
Willpower | 1015 (base 10) |
Cunning | 1020 (base 21) |
Resources
Life | 252229/252229 |
Mana | 5177/5177 |
Positive | 16/81 |
Vim | 355/355 |
Healing Factor | 2.5 |
Regeneration | 24997.5 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 15 |
See Stealth | 230.51489504614 |
See Invisible | 230.51489504614 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 1347 |
Accuracy | 234 |
Crit Chance | 620% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 194 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Light | +64% |
Fire | +67% |
Cold | +11% |
Mind | +3% |
Nature | +17% |
Offense: Damage Penetration
Mind | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 354.48933240919 (100%) |
Defense | 231 |
Ranged Defense | 231 |
Fatigue | 0 |
Physical Save | 215 |
Spell Save | 213 |
Mental Save | 237 |
Defense: Resistances
Nature | + 70%( 70%) |
Blight | + 70%( 70%) |
Mind | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 88%( 70%) |
Defense: Immunities
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 93% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Volatility | 1.50 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.40 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickly Radiance | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Irradiate | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunbeams | 1.50 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.40 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.40 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Technique / Combat training | 2.00 |
| 50/5 |
| 31/5 |
| 31/5 |
| 4/5 |
| 50/5 |
| 50/5 |
Celestial / Reactor | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.50 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.50 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Celestial / Light | 1.50 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Chant of Fortitude |
talent | Defensive Posture |
talent | Dark Ritual |
talent | Internal Reactor |
talent | Willful Tormenter |
beneficial effect | The target is surrounded by a magical shield, absorbing 5165/5215 damage before it crumbles. Damage Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
Equipment
On feet | Naturespawn the pair of rough leather boots (0 def, 1 armour) Naturespawn the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Wil Changes resistances: +9% nature Physical save: +5 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Infravision radius: +2 A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Wretchserpent (1 def, 0 armour) Wretchserpent (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes resistances penetration: +10% nature / +15% mind Changes damage: +6% nature / +11% cold Talent on hit(mindpower): Mana Clash (5% chance level 1). A pointy cloth hat, very wizardly... |
Tool | Chontir (dig speed 29 turns) Chontir (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str Changes resistances: +9% mind Psi when hit: +0.04 Mental crit. chance: +3% When carried: Talent granted: +1 Dig Talent on hit(mindpower): Distortion Bolt (5% chance level 1). Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Splendourhack (1 def, 0 armour) Splendourhack (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 30% chance to blind Changes stats: +1 Con Changes damage: +12% light Grants telepathy: Dragon Demon/Major Demon/Minor A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Getaruisus the ash vilestaff (15-18 power, 3 apr, fire element) Getaruisus the ash vilestaff (15-18 power, 3 apr, fire element)Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Fire Mastery: Staff Mastery Acc+ +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +3% mind / +15% fire Talent granted: +1 Command Staff Mental save: +6 (+0 eff.) Psi when firing a critical mind attack: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Talent on hit(mindpower): Slime Spit (5% chance level 1). It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 423.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (3427% speed; 4 turns)movement infusion of the duelist (3427% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 3427% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (4848% regen over 10 turns; 242 instant mana) manasurge rune of the warrior (4848% regen over 10 turns; 242 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4848% for 10 turns and instantly restoring 242 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Eremamnir the steel dagger (11.5-14.95 power, 6 apr)Eremamnir the steel dagger (11.5-14.95 power, 6 apr) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Acc+ +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +25 insidious poison When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +2 Defense: +6 (+1 eff.) Damage when hit (Melee): 8 arcane Disarm immunity: +24% Teleport immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of erosion (13-16.9 power, 6 apr)insidious steel dagger of erosion (13-16.9 power, 6 apr) Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Acc+ +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 insidious poison / +8 temporal / +4 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of crippling (10.5-13.65 power, 5 apr)iron dagger of crippling (10.5-13.65 power, 5 apr) Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Acc+ +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Balumnir the steel greatmaul (29.5-44.25 power, 2 apr)Balumnir the steel greatmaul (29.5-44.25 power, 2 apr) Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Changes stats: +3 Wil Physical save: +9 (+1 eff.) Size category: +1 Massive two-handed mauls. |
Leligorn LeligornPowered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Acc+ +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +15 lightning / +17 cold When wielded/worn: Changes stats: +1 Dex Changes damage: +12% lightning / +18% cold / +12% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Infravision radius: +3 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of massacre (21-29.4 power, 3 apr)balanced steel longsword of massacre (21-29.4 power, 3 apr) Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling iron longsword (11.5-16.1 power, 2 apr)chilling iron longsword (11.5-16.1 power, 2 apr) Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Yvemiwyn (13-18.2 power, 2 apr)Yvemiwyn (13-18.2 power, 2 apr) Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% When wielded/worn: Changes resistances: +3% temporal / +12% nature / +3% mind Spell save: +3 (+1 eff.) Poison immunity: +15% Pinning immunity: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of massacre (19-26.6 power, 3 apr)steel mace of massacre (19-26.6 power, 3 apr) Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (5.5-6.05 power, 18 apr, mind damage)vined mindstar (5.5-6.05 power, 18 apr, mind damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar of balance (5-5.5 power, 18 apr, nature damage)vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Demon Arm (15-21 power, 4 apr) Demon Arm (15-21 power, 4 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 15.0 - 21.0 Uses stats: 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Acc+ +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bone Grab (10% chance level 2). Burst (radius 1) on hit: +20 blight When wielded/worn: Changes damage: +15% blight / +15% physical Maximum vim: +20.00 Spellpower: +9 (+1 eff.) This sceptre has been designed to look like the arm of a demon. Wait, it is the arm of a demon! Eww... |
Quartz Sceptre (10-14 power, 4 apr) Quartz Sceptre (10-14 power, 4 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Acc+ +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 arcane When wielded/worn: Changes damage: +10% light Spellpower: +6 (+1 eff.) Though the crystal on the end refracts light in unexpected ways, this Sceptre is still strong enough to give out a good beating. |
This item will automatically be transmogrified when you leave the level. iron sceptre 'Cyrewe' (11.5-16.1 power, 2 apr)iron sceptre 'Cyrewe' (11.5-16.1 power, 2 apr) Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 11.5 - 16.1 Uses stats: 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Acc+ +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Cun Changes resistances: +3% darkness Critical mult.: +11.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Psi per kill: +4.00 Spellpower: +3 (+0 eff.) Blunt and deadly. |
Newly picked up Ivovea the elm magestaff (10-12 power, 2 apr, arcane element)Ivovea the elm magestaff (10-12 power, 2 apr, arcane element) Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Acc+ +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 5% chance to blind Changes stats: +4 Wil Changes resistances: +9% cold Changes damage: +10% arcane Talent granted: +1 Command Staff Blindness immunity: +5% Poison immunity: +5% Psi per kill: +2.00 Maximum hate: +4.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 423.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. fungal iron steamgunfungal iron steamgun Reqs Steam Pool Infused by nature /Steamtech4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Acc+ +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 74 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. hateful steel waraxe (12-16.8 power, 3 apr)hateful steel waraxe (12-16.8 power, 3 apr) Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Acc+ +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living One-handed war axes. |
Chalahek ChalahekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +5% fire / +6% cold Changes damage: +3% mind Psi when hit: +0.16 Psi per kill: +2.00 Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Gloranne the Ebonyking (1 def, 0 armour) Gloranne the Ebonyking (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Cun / +2 Dex Changes damage: +12% darkness / +6% fire Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe (0 def, 0 armour)focusing woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Mana each turn: +0.14 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Aremina the pair of iron boots (0 def, 3 armour)Aremina the pair of iron boots (0 def, 3 armour) Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Cun / +1 Con Changes resistances penetration: +5% acid Changes damage: +3% acid Grants telepathy: Humanoid/Orc Physical save: +7 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +5 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of rough leather boots (0 def, 6 armour)miner's pair of rough leather boots (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. umbral small tauntlets of strength (+2) (0 def, 2 armour)umbral small tauntlets of strength (+2) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +4% darkness Talent granted: +1 Block Tauntlets behave like a shield, and allow you to block attacks. 9 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
This item will automatically be transmogrified when you leave the level. Mayildana the Glintwhisper (0 def, 5 armour)Mayildana the Glintwhisper (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +11% light / +10% darkness Changes damage: +9% light Physical save: +12 (+1 eff.) Blindness immunity: +15% Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather cap (0 def, 1 armour)cleansing rough leather cap (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. shielding linen wizard hat (1 def, 0 armour)shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Spell save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Scaldsage' (2 def, 4 armour)cured leather armour 'Scaldsage' (2 def, 4 armour) Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +11% blight / +6% fire / +11% nature Changes resistances penetration: +5% acid Changes damage: +6% acid / +6% fire Critical mult.: +23.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +16% acid A suit of armour made of leather. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Mag, 50% Str Damage type: Mind Acc+ +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
This item will automatically be transmogrified when you leave the level. Getidubar the iron pickaxe (dig speed 36 turns)Getidubar the iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour Hardiness: +10% Changes stats: +1 Str Changes resistances: +11% nature / +12% acid Changes damage: +6% nature Silence immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (16/17, 15.5-18.6 power, 1 apr)pouch of iron shots of accuracy (16/17, 15.5-18.6 power, 1 apr) Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Acc+ +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Catll the Hulk Radiant level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Catll the Hulk Radiant level 13
75th Pyre 122nd year of Ascendancy at 07:01 see stats
By Catll the Hulk Radiant level 13
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By Catll the Hulk Radiant level 13
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Catll the Hulk Radiant level 13
75th Pyre 122nd year of Ascendancy at 02:05 see stats
Log
Catll fails to disarm a trap (Isobeth the hornet swarm's disarming trap).
You somehow avoid a trap (Isobeth the hornet swarm's disarming trap).
You pickup 0.85 gold pieces.
Catll picks up (g.): chilling iron longsword (11.5-16.1 power, 2 apr).
Catll picks up (B.): shielding linen wizard hat (1 def, 0 armour).
Catll picks up (d.): iron dagger of crippling (10.5-13.65 power, 5 apr).
Catll picks up (E.): Quiver of Domination (20/20, 24-33.6 power, 8 apr).
Catll picks up (E.): spiked cured leather armour of acid resistance (2 def, 4 armour).
Catll picks up (d.): insidious steel dagger of erosion (13-16.9 power, 6 apr).
Catll picks up (d.): Eremamnir the steel dagger (11.5-14.95 power, 6 apr).
Lore found: Quiver of Domination
You can read all your collected lore in the game menu, by pressing Escape.
You gain 9.52 gold from the transmogrification of Salyrathra the Kindleroar (10-12 power, 2 apr, fire element).
Catll drops on the floor: Ivovea the elm magestaff (10-12 power, 2 apr, arcane element).
Catll fails to disarm a trap (Isobeth the hornet swarm's disarming trap).
Catll triggers a trap (Isobeth the hornet swarm's disarming trap)!
There is an item here: Ivovea the elm magestaff (10-12 power, 2 apr, arcane element)
Isobeth the hornet swarm's disarming trap hits Catll for (49 absorbed), 0 acid (0 total damage).
Catll picks up (r.): Ivovea the elm magestaff (10-12 power, 2 apr, arcane element).
Catll deactivates Willful Tormenter.
Catll deactivates Dark Ritual.
Catll deactivates Through The Crowd.
The shield around Catll crumbles.
Catll deactivates Defensive Posture.
Catll deactivates Chant of Fortitude.
Catll deactivates Internal Reactor.