










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Slightly More Masterful of Disasters 1.7.0Modifies the Master of Disasters prodigy from the Embers of Rage DLC (required) to increase accuracy by the same (unscaled) amount as it increases physical/spell/mind/steam power. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. 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 stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. 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. Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Forbidden Cults 1.7.4Official Expansion!Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Necro Escort 1.7.2Adds a necromancer escort. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Race: Formorians 1.7.6Adds the Formorians as a playable race, an elusive ant-people who live in colonies under the isle of Rel. The Formorians are an adapted version of the Formicids from DCSS. Formorians are physically strong despite their small size, and can use their strength and multiple limbs to wield a two-handed weapon in one hand-pair, much like Ogres. However, they're not nearly as sturdy as they are strong, being almost as frail as Yeeks. They make up for this by sensing their foes from afar with their antennae and being able to dig an escape tunnel in an emergency. Still a work in progress--tweaks to the talents, balance changes, and more skins are likely coming! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Prepare Stealthily 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees so that they do not break stealth. Affected talents are:
Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Items Vault 1.7.6Donators/Buyers bonus! Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | quick |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Leprechaun |
| Class | Mana Knight |
| Level / Exp | 28 / 49% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 21 on the 49th Quantumnal 1337th year of Ascendancy at 09:59 3 / 3Killed by Velikira the dread at level 24 on the 50th Quantumnal 1337th year of Ascendancy at 18:32 Killed by luminous horror at level 28 on the 52nd Quantumnal 1337th year of Ascendancy at 11:07 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 84 (base 60) |
| Willpower | 63 (base 50) |
| Cunning | 43 (base 28) |
Resources
| Life | 629/629 |
| Essence | 100/100 |
| Healing Factor | 1.0549511105911 |
| Regeneration | 7.6483955517853 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Invisible | 1 |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 51 |
| Crit Chance | 43% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Arcane | +43% |
Offense: Damage Penetration
| Blight | +7% |
| Acid | +7% |
| Lightning | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 6 (42%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 50 |
| Mental Save | 48 |
Defense: Resistances
| Acid | 20%( 76%) |
| Blight | 42%( 82%) |
| Arcane | 47%( 82%) |
| Cold | 20%( 76%) |
| All | 15%( 76%) |
| Lightning | 20%( 76%) |
| Mind | 22%( 76%) |
| Temporal | 47%( 82%) |
| Physical | 15%( 76%) |
| Darkness | 37%( 76%) |
| Fire | 19%( 76%) |
| Nature | 11%( 72%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 78% |
| Instadeath Resistance | 100% |
| Silence Resistance | 19% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 311 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Magical Fundamentals | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Mana Flare | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Leprechaun | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Eldritch Combat |
| talent | Weapondance |
| 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 |
| beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 280/280). Resonance Field |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a &039;. Operation: Q.U.I.C.K.Seems they & | active |
Equipment
| On feet | Poxcutter (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +3 Fatigue +2% Resistance +6% acid, +5% fire +3% mind, +6% cold Cut Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | ethereal dwarven lantern0.0 Encumbrance T5 lite [Ego+] Arcane While equipped: Stats Mag +3 offense ------ Spellpower +5 (+2 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Gytira (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +10 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +1 Fatigue +1% Resistance +6% lightning, +6% temporal +6% mind A cap made of leather. |
| Tool | Runydig the Cracklebreeze [power 245] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Str +2, Mag +1 offense ------ Critical power +10.00% Ignore resists +10% lightning When Hit 2 lightning other ------- Light +3 Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
| On fingers | Kilnsquall the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +15 (+8 eff.) Resistance +1% physical Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | steel citrine ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Mag +4, Wil +5, Cun +4 Con +1 offense ------ Spellpower +7 (+2 eff.) Damage +13% darkness defense ------ Resistance +26% darkness Mind save +9 (+3 eff.) Confus Resist +23% other ------- Light +4 Infravision +5 Rings make your fingers look great! |
| Around waist | spiritwalker&1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats Mag +3 other ------- Mana/turn +0.14 Max mana +23.00 A belt that goes around your waist. |
| In main hand | Crystalline Ash vilestaff (22-27 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 22.5 - 27.0 Arcane Uses 130% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +3, Con +3 offense ------ Spell Crit +2% Physical Power +12 (+2 eff.) Spellpower +18 (+5 eff.) Damage +25% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
| On hands | brawler&1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats Str +2, Dex +3, Mag +4 Wil +5, Cun +3 offense ------ Spellpower +6 (+2 eff.) On-Hit 7 arcane Damage +3% arcane defense ------ Armor +2 Resistance +6% arcane Physical save +5 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 0% Str, 0% Dex, 170% Mag 0% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +7 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Vorylekira the cashmere cloak (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +7.0% defense ------ Defense +10 (+5 eff.) Physical save +6 (+2 eff.) other ------- Stamina/turn +3.00 Max psi +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer&0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Dex +6, Cun +5, Con +8 offense ------ Move Speed +10% Ignore resists +7% acid, +7% blight When Hit 10 bleed defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Inventory
healing infusion (heal 68; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion (heal 77; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion (heal 85; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -130; dur 6; cd 33)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -130 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 130 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 18; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune (188 arcane damage)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 25 Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 189 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +2 Amulets make your neck look great! |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire, +11% cold Amulets make your neck look great! |
steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats Mag +3 Amulets make your neck look great! |
steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Wil +3 Amulets make your neck look great! |
astral steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats Wil +3 offense ------ Accuracy +7 (+3 eff.) Ignore Armor +9 When Hit 7 nature, 7 mind defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +50.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 180% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane, +18% blight defense ------ Resistance +10% arcane, +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Balandur the yew magestaff (27-32 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 27.0 - 32.4 Arcane Uses 130% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Con +2 offense ------ Spell Crit +3% Physical Power +15 (+3 eff.) Spellpower +9 (+3 eff.) Damage +20% arcane, +24% acid defense ------ Defense +8 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 93.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (27-32 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 27.0 - 32.4 Lightning Uses 130% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +3% Spellpower +13 (+4 eff.) Damage +20% lightning other ------- Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
druid&5.0 Encumbrance T4 staff 2H weapon [Ego+] Nature Weapon Damage 36.0 - 43.2 Arcane Uses 130% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% Damage Conversion 32% nature While equipped: Stats Wil +3 offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% arcane, +10% nature Ignore resists +10% nature defense ------ Defense +8 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 125.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood vilestaff (36-43 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 36.0 - 43.2 Darkness Uses 130% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +17 (+5 eff.) Damage +25% darkness Ignore Shields +21% defense ------ Defense +14 (+7 eff.) Shield Power +9% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer&3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 56.0 - 84.0 Physical Uses 170% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +12 blight +16 item blight disease On Hit: 20% Epidemic level 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 30 While equipped: defense ------ Disease Resist +25% Massive two-handed battleaxes. |
stralite greatmaul of enduring (53-80 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Nature Weapon Damage 53.5 - 80.2 Physical Uses 170% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Con +16, Wil +9 defense ------ Life +47.00 Massive two-handed mauls. |
Lorasin the dwarven-steel longsword (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 22.5 - 31.5 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 arcane, +8 mind On-Hit, radius 1 +8 physical On-crit, radius 2 +20 acid While equipped: Stats Cun +4 offense ------ Damage +6% arcane Ignore resists +27% arcane other ------- Hate-on-crit +5.00 Sharp, long, and deadly. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 20.5 - 28.7 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 0% Dex, 90% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 0% Dex, 150% Mag, 0% Cun Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+8 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
thorny mindstar of sand (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 0% Wil, 130% Mag, 0% Cun Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 10 physical Damage +9% physical Ignore resists +7% physical defense ------ Resistance +9% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 0% Wil, 130% Mag, 0% Cun Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Cun +2, Wil +1 offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +4% physical Ignore resists +8% physical defense ------ Resistance +5% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 cold While equipped: Stats Str +3 offense ------ Physical Power +7 (+1 eff.) Damage +13% cold Slings are used to hurl stones or metal shots at your foes. |
stralite shield of the warden (0 def, 8 armour, 43-51 power, 172 block)7.0 Encumbrance T4 shield armor [Ego+] Nature When used to Attack: Weapon Damage 43.0 - 51.6 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +172 While equipped: offense ------ On shield block: * 20% chance to use Warden&LAST595959LASTLIGHT_GREENLASTREDLAST595959LASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
reinforced leather armour of Traekus (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: offense ------ Physical Crit +1.0% Mind Crit +1% Critical power +12.00% Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +5 (+2 eff.) other ------- Light +1 Infravision +2 See Invisibility +6 A belt that goes around your waist. |
Runistir the Deepsterror1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Cun +5 offense ------ Mind Crit +2% Spellpower +7 (+2 eff.) Damage +12% darkness, +6% blight When Hit 8 darkness defense ------ Resistance +6% blight Mind save +7 (+2 eff.) other ------- Psi when Hit +0.12 A belt that goes around your waist. |
Blazespawner the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Dex +1 offense ------ Physical Crit +3.0% Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Physical save +3 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerpride the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Wil +1 offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Life +31.00 other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Irzen&2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: offense ------ On-Hit 10 manaburn arcane 9 fire burn On-Ranged-Hit 9 manaburn arcane 12 fire burn Damage +8% fire burn +10% manaburn arcane defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness defense ------ Defense +2 (+1 eff.) Resistance +12% darkness Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilygar (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +1% Damage +3% mind, +6% physical defense ------ Armor +4 Fatigue +2% Resistance +3% physical Physical save +6 (+2 eff.) other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
grounding pair of dwarven-steel boots of repreive (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue -2% Resistance +5% lightning, +6% temporal other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 60 turn cooldown Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 62 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 0% Dex, 0% Cun, 170% Mag 0% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
steady drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: Stats Cun +2, Dex +2 offense ------ Accuracy +17 (+6 eff.) Ignore Armor +8 defense ------ Armor +3 Physical save +7 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +35% Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 0% Dex, 0% Cun, 170% Mag 0% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +16 Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Perfect Control level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler&1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats Str +6, Dex +4, Cun +4 offense ------ Physical Power +9 (+1 eff.) defense ------ Armor +3 Fatigue +5% Physical save +10 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 35.0 - 49.0 Physical Uses 0% Dex, 0% Cun, 170% Mag 0% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +17.0% Attack Speed 83% On Hit: 10% Set Up level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +9 (+3 eff.) Life +68.00 Unarmed combat: Weapon Damage 35.0 - 49.0 Physical Uses 0% Dex, 0% Cun, 170% Mag 0% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +5% lightning, +5% temporal +7% cold other ------- Breathe water A cap made of leather. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Con +3, Wil +10 offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+2 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xanasessra the Hazefury2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Cun +3, Wil +1 offense ------ Ignore resists +15% mind defense ------ Resistance +3% cold Physical save +6 (+2 eff.) Healmod +10% other ------- EQ when Hit +0.04 Max hate +6.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_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. |
Rod of Dissipation (1/1) Rod of Dissipation (1/1)2.0 Encumbrance rod charm [Unique] Arcane Rune: Dissipation: Effective talent level: 1.0 Power cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 45] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Floequick the yew totem of thorny skin [power 41] (20 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +20 (+4 eff.) Ignore resists +15% cold Ignore Armor +2 When Hit 4 physical defense ------ Defense +30 (+14 eff.) Resistance +3% temporal Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 198 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Manny the Leprechaun Mana Knight level 10
43rd Quantumnal 1337th year of Ascendancy at 16:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Manny the Leprechaun Mana Knight level 20
48th Quantumnal 1337th year of Ascendancy at 17:17 see stats
Log
Melee retaliation hits Luminous horror for 1 lightning, 0 physical (2 total damage).
Luminous horror hits Manny for 30 fire, 143 light (174 total damage).
Deep Wound from Devourer hits Manny for 0 physical damage.
Manny the level 28 leprechaun mana knight was radiated to death by a luminous horror on level 7 of Dreadfell.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deep Wound from Devourer killed Manny!
Saving game...
Saving done.
Resting starts...
Manny activates Eldritch Combat.
Manny activates Weapondance.
Talent Leaping Strike is ready to use.
Talent Practicing With Wards is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Whirlwind Strike is ready to use.
Talent Infusion: Healing is ready to use.
Talent Foundations of Aegis is ready to use.
Talent Rune: Shielding is ready to use.
Talent Resonance Field is ready to use.
Manny uses Resonance Field.
Manny&
A psychic field forms around Manny.
Talent Infusion: Regeneration is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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QUICK Campaign Zones
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Norgos Lair
Heart of the Gloom
Sandworm lair
Old Forest
Dreadfell
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Talents: Conversion/Resonance Field
3: Artifact: Crystal Focus
4: Sandqueen Heart: Normal
5: Rod of Dissipation




















































