








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Multi-Class Challenge (Slight Edit by Rae) 1.6.0Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Miscellaneous QOL Pack 1.6.0 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 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Worm That Talks 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Оригинальная идея - Scott Bigham ("Zizzo"), дополнение по ссылке Добавляет новый талант, называемый 'Interract with the Worm', который позволяет взаимодействовать с существом worm that walks (ветка Demented / Friend of the Worm), как если бы мы делали это за класс Alchemist с Golem. Теперь вы можете менять снаряжение, изучать таланты, брать управление и менять имя. - уменшено требование ресурса Insanity на каст до 0. Установка: Удаление: или в игре: Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Glutton Additions 1.5.10Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net The Transmigrant 1.6.6Death is but a door, time is but a window... Adds a cheat item that after you find it lets you keep learned skills on starting a new character. Categories without a single skill learned are deleted in the next life regardless of mastery, as a way to get rid of them if you don't want them. To keep some derived class skills on a new life, like refit golem you must learn one talent that 'unlocks' it in the other classes. On roguelike difficulty don't use 'reload the last character' or 'create a new character' on the death dialog, those delete the last save. ¹ Except heavy armor since it allows chargen equipment, and possession/body storage because the game crashes without and they work together. How it works: If you refuse at the start, you still have the ring but can't transmigrate the old character unless you don't save and keep the last savefile the same (or delete any later savefiles). If the last character didn't have it worn, your new character won't have the artifact and you'll have to find it, or enable the game option misc -> start with item which always puts the item in inventory and always tries loading the last character if any. 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. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Grove Keeper 1.6.6Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. 1.6.6 Summmoner Fix 1.6.6 Lunar Cultist 1.2.5Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official Expansion!Midnight 1.6.6Adds 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. Proper Possession 1.5.0
Frequently Asked Questions: Schrödinger's Lore (Mark 2) 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Ashes of Urh'Rok 1.6.7Official 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:
White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Inferno Race Patch for ID and Arena 1.5.5 Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Inferno Race Pack 1.4.0Adds a collection of my races. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Dark Priest 1.4.8 Embers of Rage 1.6.7Official 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:
Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Curse Levels 1.3.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Items Vault 1.6.0Donators/Buyers bonus! Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Sungun Class + Equipment 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Doctornull's Class Pack 1.5.10This 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. 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. 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. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Plaguetouched |
| Class | Reaver |
| Level / Exp | 21 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by apprentice mage at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:17 / 111Killed by elven mage at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:45 Killed by Qwefegjin the Bringer of Doom at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:03 Killed by Qwefegjin the Bringer of Doom at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:20 Killed by Qwefegjin the Bringer of Doom at level 4 on the 77th Pyre 122nd year of Ascendancy at 18:50 Killed by Qwefegjin the Bringer of Doom at level 4 on the 77th Pyre 122nd year of Ascendancy at 20:02 Killed by elven tempest at level 4 on the 78th Pyre 122nd year of Ascendancy at 18:26 Killed by elven tempest at level 4 on the 78th Pyre 122nd year of Ascendancy at 19:31 Killed by elven tempest at level 4 on the 78th Pyre 122nd year of Ascendancy at 20:53 Killed by cryomancer at level 5 on the 79th Pyre 122nd year of Ascendancy at 00:49 Killed by elven tempest at level 5 on the 79th Pyre 122nd year of Ascendancy at 20:42 Killed by elven mage at level 8 on the 4th Flare 122nd year of Ascendancy at 09:03 Killed by Nurzim the Bringer of Doom at level 9 on the 4th Flare 122nd year of Ascendancy at 21:58 Killed by pyromancer at level 9 on the 5th Flare 122nd year of Ascendancy at 17:39 Killed by Beturimira the tempest at level 10 on the 7th Flare 122nd year of Ascendancy at 09:41 Killed by fire drake hatchling at level 10 on the 7th Flare 122nd year of Ascendancy at 09:50 Killed by storm drake hatchling at level 11 on the 10th Dusk 122nd year of Ascendancy at 22:03 Killed by storm drake at level 11 on the 10th Dusk 122nd year of Ascendancy at 23:08 Killed by gwelgoroth at level 12 on the 13rd Dusk 122nd year of Ascendancy at 08:59 Killed by cutpurse at level 12 on the 13rd Dusk 122nd year of Ascendancy at 10:17 Killed by bloated horror at level 12 on the 13rd Dusk 122nd year of Ascendancy at 16:22 Killed by giant red ant at level 12 on the 13rd Dusk 122nd year of Ascendancy at 18:07 Killed by orc archer at level 12 on the 13rd Dusk 122nd year of Ascendancy at 19:16 Killed by greater mummy at level 12 on the 13rd Dusk 122nd year of Ascendancy at 22:48 Killed by greater mummy at level 12 on the 13rd Dusk 122nd year of Ascendancy at 23:17 Killed by orc blood mage at level 12 on the 14th Dusk 122nd year of Ascendancy at 01:27 Killed by elven cultist at level 13 on the 14th Dusk 122nd year of Ascendancy at 01:47 Killed by elven cultist at level 13 on the 14th Dusk 122nd year of Ascendancy at 04:36 Killed by elven blood mage at level 13 on the 14th Dusk 122nd year of Ascendancy at 05:14 Killed by elven blood mage at level 13 on the 14th Dusk 122nd year of Ascendancy at 08:09 Killed by elven blood mage at level 13 on the 14th Dusk 122nd year of Ascendancy at 08:25 Killed by vampire rat at level 13 on the 14th Dusk 122nd year of Ascendancy at 11:32 Killed by elven tempest at level 13 on the 14th Dusk 122nd year of Ascendancy at 14:51 Killed by skeleton assassin at level 14 on the 15th Dusk 122nd year of Ascendancy at 20:51 Killed by skeleton archer at level 14 on the 15th Dusk 122nd year of Ascendancy at 23:27 Killed by skeleton warrior at level 14 on the 16th Dusk 122nd year of Ascendancy at 05:25 Killed by lesser vampire at level 14 on the 16th Dusk 122nd year of Ascendancy at 06:30 Killed by Ben Cruthdar, the Cursed at level 14 on the 17th Dusk 122nd year of Ascendancy at 06:11 Killed by Ben Cruthdar, the Cursed at level 14 on the 17th Dusk 122nd year of Ascendancy at 06:27 Killed by Ben Cruthdar, the Cursed at level 14 on the 17th Dusk 122nd year of Ascendancy at 07:23 Killed by Ben Cruthdar, the Cursed at level 14 on the 17th Dusk 122nd year of Ascendancy at 07:33 Killed by elven guard at level 15 on the 18th Dusk 122nd year of Ascendancy at 07:31 Killed by greater shivgoroth at level 15 on the 18th Dusk 122nd year of Ascendancy at 10:37 Killed by greater shivgoroth at level 15 on the 18th Dusk 122nd year of Ascendancy at 12:50 Killed by snow giant thunderer at level 15 on the 18th Dusk 122nd year of Ascendancy at 15:32 Killed by geomancer at level 15 on the 18th Dusk 122nd year of Ascendancy at 21:33 Killed by saw horror at level 15 on the 19th Dusk 122nd year of Ascendancy at 00:29 Killed by saw horror at level 15 on the 19th Dusk 122nd year of Ascendancy at 00:48 Killed by gwelgoroth at level 15 on the 19th Dusk 122nd year of Ascendancy at 05:38 Killed by skeleton master archer at level 15 on the 19th Dusk 122nd year of Ascendancy at 08:06 Killed by tempest at level 17 on the 24th Dusk 122nd year of Ascendancy at 17:18 Killed by thought-forged bowman at level 17 on the 24th Dusk 122nd year of Ascendancy at 19:25 Killed by Isatta the degenerated skeleton archer at level 17 on the 25th Dusk 122nd year of Ascendancy at 18:29 Killed by Isatta the degenerated skeleton archer at level 17 on the 25th Dusk 122nd year of Ascendancy at 21:24 Killed by Layamira the cold drake hatchling at level 18 on the 27th Dusk 122nd year of Ascendancy at 18:39 Killed by skeleton warrior at level 18 on the 28th Dusk 122nd year of Ascendancy at 04:19 Killed by forest wight at level 18 on the 28th Dusk 122nd year of Ascendancy at 07:03 Killed by degenerated skeleton archer at level 18 on the 28th Dusk 122nd year of Ascendancy at 08:12 Killed by skeleton archer at level 18 on the 28th Dusk 122nd year of Ascendancy at 09:20 Killed by Salytta the degenerated skeleton archer at level 18 on the 28th Dusk 122nd year of Ascendancy at 11:49 Killed by Wrathroot at level 18 on the 41st Dusk 122nd year of Ascendancy at 11:43 Killed by Wrathroot at level 18 on the 41st Dusk 122nd year of Ascendancy at 14:23 Killed by Forest Troll Hedge-Wizard at level 19 on the 43rd Dusk 122nd year of Ascendancy at 03:32 Killed by fire wyrm at level 19 on the 44th Dusk 122nd year of Ascendancy at 08:48 Killed by fire wyrm at level 19 on the 44th Dusk 122nd year of Ascendancy at 09:51 Killed by fire wyrm at level 19 on the 44th Dusk 122nd year of Ascendancy at 11:17 Killed by fire wyrm at level 19 on the 44th Dusk 122nd year of Ascendancy at 13:49 Killed by fire wyrm at level 19 on the 44th Dusk 122nd year of Ascendancy at 16:36 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 00:02 Killed by fire drake at level 19 on the 45th Dusk 122nd year of Ascendancy at 02:34 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 05:32 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 10:16 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 11:03 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 12:06 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 14:01 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 15:40 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 18:10 Killed by fire wyrm at level 19 on the 45th Dusk 122nd year of Ascendancy at 18:44 Killed by luminous horror at level 19 on the 45th Dusk 122nd year of Ascendancy at 21:56 Killed by netherworm mass at level 19 on the 46th Dusk 122nd year of Ascendancy at 00:32 Killed by luminous horror at level 19 on the 46th Dusk 122nd year of Ascendancy at 01:23 Killed by saw horror at level 19 on the 46th Dusk 122nd year of Ascendancy at 03:53 Killed by luminous horror at level 19 on the 46th Dusk 122nd year of Ascendancy at 05:48 Killed by worm that walks at level 19 on the 46th Dusk 122nd year of Ascendancy at 09:04 Killed by worm that walks at level 19 on the 46th Dusk 122nd year of Ascendancy at 11:01 Killed by worm that walks at level 20 on the 46th Dusk 122nd year of Ascendancy at 14:31 Killed by worm that walks at level 20 on the 46th Dusk 122nd year of Ascendancy at 15:45 Killed by worm that walks at level 20 on the 46th Dusk 122nd year of Ascendancy at 17:36 Killed by worm that walks at level 20 on the 46th Dusk 122nd year of Ascendancy at 19:32 Killed by uruivellas at level 20 on the 46th Dusk 122nd year of Ascendancy at 23:23 Killed by uruivellas at level 20 on the 47th Dusk 122nd year of Ascendancy at 02:13 Killed by oozing horror at level 20 on the 47th Dusk 122nd year of Ascendancy at 03:14 Killed by oozing horror at level 20 on the 47th Dusk 122nd year of Ascendancy at 05:10 Killed by saw horror at level 20 on the 47th Dusk 122nd year of Ascendancy at 06:58 Killed by fire drake at level 20 on the 47th Dusk 122nd year of Ascendancy at 22:15 Killed by fire drake at level 20 on the 47th Dusk 122nd year of Ascendancy at 23:14 Killed by fire wyrm at level 20 on the 48th Dusk 122nd year of Ascendancy at 00:16 Killed by fire wyrm at level 20 on the 48th Dusk 122nd year of Ascendancy at 02:16 Killed by fire wyrm at level 20 on the 48th Dusk 122nd year of Ascendancy at 03:23 Killed by dreaming horror at level 20 on the 48th Dusk 122nd year of Ascendancy at 05:23 Killed by fire wyrm at level 20 on the 48th Dusk 122nd year of Ascendancy at 13:11 Killed by fire wyrm at level 20 on the 48th Dusk 122nd year of Ascendancy at 14:31 Killed by dreaming horror at level 20 on the 48th Dusk 122nd year of Ascendancy at 16:00 Killed by fire drake hatchling at level 20 on the 49th Dusk 122nd year of Ascendancy at 00:04 Killed by elven sun-mage at level 20 on the 49th Dusk 122nd year of Ascendancy at 06:56 Killed by Horned Horror at level 21 on the 50th Dusk 122nd year of Ascendancy at 04:00 Killed by Horned Horror at level 21 on the 50th Dusk 122nd year of Ascendancy at 05:31 Killed by Horned Horror at level 21 on the 50th Dusk 122nd year of Ascendancy at 07:00 Killed by Horned Horror at level 21 on the 50th Dusk 122nd year of Ascendancy at 08:24 Killed by Mayalle the forest troll at level 21 on the 52nd Dusk 122nd year of Ascendancy at 00:56 Killed by Xicus VIII at level 21 on the 52nd Dusk 122nd year of Ascendancy at 01:01 |
Primary Stats
| Strength | 43 (base 34) |
| Dexterity | 25 (base 19) |
| Constitution | 20 (base 12) |
| Magic | 43 (base 29) |
| Willpower | 30 (base 20) |
| Cunning | 22 (base 18) |
Resources
| Life | 533/539 |
| Steam | 100/100 |
| Vim | 313/313 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 3.8302631578947 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.796206725718 |
| See Invisible | 24.796206725718 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 28 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 28 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Blight | +8% |
| Nature | +5% |
| Cold | +3% |
| All | +0% |
Offense: Damage Penetration
| Blight | +4% |
| Acid | +4% |
| Mind | +5% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 18.335093952971 (48.103448275862%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 11 |
| Physical Save | 28 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Acid | 29%( 73%) |
| Blight | 19%( 73%) |
| Nature | -5%( 73%) |
| Fire | 11%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Corruption / Scourge | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Plaguetouched | 1.20 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.50 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost defiler to the recall portal on level 12 of Infinite Dungeon. Escort: lost defiler (level 12 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 18 of Infinite Dungeon. Escort: lost defiler (level 18 of Infinite Dungeon)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Infinite Dungeon. Escort: lost tinker (level 5 of Infinite Dungeon) | done |
You successfully escorted the lost warrior to the recall portal on level 13 of Infinite Dungeon. Escort: lost warrior (level 13 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 13): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Sootsear (0 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): Exterminator | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: Random Artifact: Raguntir (12-18 power, 2 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | scholar&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | voratun gauntlets of regeneration (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Life regen: +3.30 Stamina each turn: +0.40 Psi each turn: +0.10 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe &039; (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Str Changes resistances: +10% nature Changes resistances penetration: +5% mind Changes damage: +3% cold / +5% nature / +6% light Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
| Around waist | rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 A belt that goes around your waist. |
| In main hand | Skullcleaver (20-28 power, 4 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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. |
| In off hand | hateful dwarven-steel longsword of erosion (20.5-28.7 power, 4 apr)Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +6 darkness Damage against: +7% Living Sharp, long, and deadly. |
| Cloak | resilient cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Mag / +2 Wil Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing iron mail armour of implacability (2 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Fatigue: +7% Damage (Melee): 9 acid / 8 fire Damage when hit (Melee): 8 acid / 8 fire Changes resistances: +10% acid / +11% fire Physical save: +7 (+4 eff.) A suit of armour made of mail. |
Inventory
steam generator implant of the warrior (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the psychic (damage 121; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 120.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower 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 spell talent. |
shatter afflictions rune (absorb 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 42; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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 spell talent. |
shielding rune of the titan (absorb 142; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 142 damage for 4 turns. Its effects scale with your Constitution 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 spell talent. |
teleportation rune of the duelist (range 45; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Dexterity 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 spell talent. |
teleportation rune of the titan (range 40; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Constitution 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 spell talent. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+10 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+10 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +14 (+7 eff.) Spell save: +11 (+6 eff.) Mental save: +11 (+6 eff.) Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 236 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Stun/Freeze immunity: +23% Life regen: +1.00 Mindpower: +6 (+3 eff.) Rings can have magical properties. |
rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.ash magestaff (15-18 power, 3 apr, cold element) 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Cold Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Stormfront (30-45 power, 15 apr)Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Spectral Blade (26-41.6 power, 25 apr)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
thought-forged stralite longsword (31.5-44.1 power, 5 apr)Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 0 Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, long, and deadly. |
Hatred of the Storm (15-21 power, 4 apr) Hatred of the Storm (15-21 power, 4 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Starfall (10% chance level 2). Burst (radius 2) on crit: +20 lightning When wielded/worn: Changes damage: +15% lightning / +15% darkness Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Black sparks leap of this sceptre whenever it senses hatred nearby. |
This item will automatically be transmogrified when you leave the level.steel waraxe (15.5-21.7 power, 3 apr) 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Yvuratira (30-42 power, 5 apr)Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +7 (+6 eff.) Changes stats: +3 Cun Changes resistances: +6% lightning / +3% physical Mental save: +12 (+6 eff.) Disarm immunity: +30% Mindpower: +10 (+5 eff.) One-handed war axes. |
Silent Blade (25-32.5 power, 10 apr)Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
throat-seeking timeworn solar gun throat-seeking timeworn solar gunRequires: - Talent Shoot Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / solargun ; tier 1 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon crit: * silences the target Shots beam through all targets. Damage (Ranged): +6 nature When wielded/worn: Changes resistances penetration: +6% nature A compact gun that conducts solar energies. |
traditional solar gun traditional solar gunRequires: - Talent Shoot 1.00 Encumbrance. Type: weapon / solargun ; tier 2 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Shots beam through all targets. A compact gun that conducts solar energies. |
steady enhanced solar gun of acid steady enhanced solar gun of acidRequires: - Talent Shoot Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / solargun ; tier 3 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Shots beam through all targets. Damage (Ranged): +5 acid When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +10% acid A compact gun that conducts solar energies. |
empowered solar gun empowered solar gunRequires: - Talent Shoot 1.00 Encumbrance. Type: weapon / solargun ; tier 4 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Shots beam through all targets. A compact gun that conducts solar energies. |
steady empowered solar gun of acid steady empowered solar gun of acidRequires: - Talent Shoot Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / solargun ; tier 4 Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Shots beam through all targets. Damage (Ranged): +5 acid When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +2.0% Changes damage: +10% acid A compact gun that conducts solar energies. |
CorpsebowRequires: - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 0 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+5 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era& |
This item will automatically be transmogrified when you leave the level.cured leather sling &039; Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes resistances: +6% lightning / +3% light Changes damage: +18% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (18/18, 22-30.8 power, 7 apr) 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
Chamokhad the Naturespar(24/24, 19-22.8 power, 1 apr) Chamokhad the Naturespar(24/24, 19-22.8 power, 1 apr)Crafted by a master 0.00 Encumbrance. Type: ammo / battery ; tier 1 Base power: 19.0 - 22.8 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Physical crit. chance: +2.0% Capacity: 24 On weapon hit: * 10% chance to reduce all saves and defense by 0 Damage (Ranged): +12 nature Burst (radius 1) on hit: +4 nature Batteries are used to power Solar Guns. |
Aerunn(22/22, 14.5-17.4 power, 2 apr) Aerunn(22/22, 14.5-17.4 power, 2 apr)Powered by arcane forces 0.00 Encumbrance. Type: ammo / battery ; tier 2 Base power: 14.5 - 17.4 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 0 On weapon crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Damage (Ranged): +4 mind Burst (radius 1) on hit: +20 blight Burst (radius 2) on crit: +20 mind Batteries are used to power Solar Guns. |
sentry& sentry&Powered by arcane forces 0.00 Encumbrance. Type: ammo / battery ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Physical crit. chance: +2.5% Capacity: 58 Turns elapse between self-loadings: 5 Batteries are used to power Solar Guns. |
traditional solar battery(23/23, 19-22.8 power, 2 apr) traditional solar battery(23/23, 19-22.8 power, 2 apr)0.00 Encumbrance. Type: ammo / battery ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Physical crit. chance: +2.5% Capacity: 23 Batteries are used to power Solar Guns. |
traditional solar battery of amnesia(22/22, 17-20.4 power, 2 apr) traditional solar battery of amnesia(22/22, 17-20.4 power, 2 apr)Infused by psionic forces 0.00 Encumbrance. Type: ammo / battery ; tier 2 Base power: 17.0 - 20.4 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Batteries are used to power Solar Guns. |
high-capacity enhanced solar battery(54/54, 25-30 power, 3 apr) high-capacity enhanced solar battery(54/54, 25-30 power, 3 apr)Crafted by a master 0.00 Encumbrance. Type: ammo / battery ; tier 3 Base power: 25.0 - 30.0 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Physical crit. chance: +3.0% Capacity: 54 When wielded/worn: Ammo reloads per turn: +2 Batteries are used to power Solar Guns. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+9 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+9 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+9 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level.mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+5 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +7 (+3 eff.) Decaying mummy wrappings. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+9 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven Robe of the Worm (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +16 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sootsear (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 0% Damage when hit (Melee): 2 blight Changes resistances: +15% fire / +13% mind / +9% all Changes damage: +13% mind / +10% fire Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spell crit. chance: +1% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+11 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.22 to 102.66 lightning damage (68.44 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +18% lightning Life regen: +3.50 Stamina each turn: +0.50 A suit of armour made of mail. |
nightruned hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% light / +7% darkness Mental save: +8 (+4 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
Gunaneg (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +1 Dex / +1 Mag / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Hanaridin the Flashpain (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 18 darkness Damage when hit (Melee): 2 lightning Changes resistances: +24% lightning / +9% cold / +7% darkness Changes damage: +7% darkness / +6% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer&Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard& |
This item will automatically be transmogrified when you leave the level.bladed dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
5 nuummite 5 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+8 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+8 eff.) Changes damage: +2% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 hematite 7 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+10 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+10 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+13 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+13 eff.) Changes damage: +6% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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. |
survivor&039;s lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Light radius: +4 See stealth: +12 See invisible: +5 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+2 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
extending iron torque of mindblast [power 100] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent&LASTANTIQUE_WHITE |
focusing iron torque of gale force [power 105] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage, putting all charms on cooldown for 14 turns. When used: 100% chance to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of psionic shield [power 87] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Bethariavena [power 105] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Critical mult.: +20.00% Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all damage taken by 105 for 5 turns, putting all charms on cooldown for 22 turns. When used: 100% chance to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield [power 103] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 103 for 5 turns, putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of healing [power 260] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 260, putting all charms on cooldown for 14 turns. When used: 100% chance to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.20 Wild-gift / Bark +0.10 Wild-gift / Harmony +0.20 Wild-gift / Botany Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
soothing ash wand of shielding [power 182] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Powered by steamtech 0.00 Encumbrance. [Unique] Type: unknown / unknown ; tier 1 It can be used to teleport.. A strange metal contraption imbued with some kind of teleportation magic. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Xicus VIII the Plaguetouched Reaver level 4
77th Pyre 122nd year of Ascendancy at 21:02 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Xicus VIII the Plaguetouched Reaver level 20
46th Dusk 122nd year of Ascendancy at 15:35 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By Xicus VIII the Plaguetouched Reaver level 10
9th Dusk 122nd year of Ascendancy at 19:53 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Xicus VIII the Plaguetouched Reaver level 10
6th Flare 122nd year of Ascendancy at 11:10 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Xicus VIII the Plaguetouched Reaver level 20
46th Dusk 122nd year of Ascendancy at 13:57 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Xicus VIII the Plaguetouched Reaver level 18
28th Dusk 122nd year of Ascendancy at 08:08 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Xicus VIII the Plaguetouched Reaver level 20
47th Dusk 122nd year of Ascendancy at 21:46 see stats
Utterly Destroyed (Exploration mode)
Died on the Eidolon Plane.By Xicus VIII the Plaguetouched Reaver level 21
52nd Dusk 122nd year of Ascendancy at 01:01 see stats
Log
The shield around Xicus VIII crumbles.
Xicus VIII shrugs off the effect &039;!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 28.
Xicus VIII is encased in ice!
The shield around ancient elven mummy crumbles.
Mayalle the forest troll&fbd578LASTSLATELAST1133F3LAST86 total damage).
Mayalle the forest troll&fbd578LAST1133F3LASTLASTXicus VIII hits Iceblock for 9 blight, 25 physical, 8 acid, 7 fire, 10 blight, 23 physical, 5 nature, 6 darkness, 8 acid, 7 fire, 10 blight (113 total damage).
Melee retaliation hits Iceblock for 7 acid, 7 fire, 6 light, 7 acid, 7 fire, 6 light (38 total damage).
Mayalle the forest troll casts Erosion Bolt.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 16.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 16.
Mayalle the forest troll hits Xicus VIII for (31 to ice), 46 nature, (30 to ice), 44 cold (91 total damage).
Mayalle the forest troll receives 16 healing.
Xicus VIII the level 21 plaguetouched reaver was frozen and shattered into a million little shards to death by Mayalle the forest troll on level 18 of Infinite Dungeon.
Xicus VIII deactivates Ruin.
Xicus VIII deactivates Absorb Life.
Xicus VIII is free from the ice.
Xicus VIII deactivates Elemental Discord.
Xicus VIII deactivates Infestation.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayalle the forest troll killed Xicus VIII!
Saving game...
Your summoned carrion worm mass disappears.
Carrion worm mass&fbd578LASTDARK_GREENLASTLASTLASTLAST







































































































































