
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Additional Randart Properties 1.5.10 Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): 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.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines 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: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Revised Short Staves 1.4.6Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Yeeks can survive a win 1.4.8With this, the die-or-die situation is Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Select your Escorts 1.5.10Allows 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. 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. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). 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! Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Sentient Crystal |
| Class | Forge Knight |
| Level / Exp | 29 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 4 on the 68th Dusk 122nd year of Ascendancy at 19:44 / 115Killed by Zubirin the crimson crystal at level 14 on the 20th Haze 122nd year of Ascendancy at 17:20 Killed by Lisuleta the storm drake hatchling at level 14 on the 21st Haze 122nd year of Ascendancy at 15:24 Killed by Xurama the bee swarm at level 14 on the 21st Haze 122nd year of Ascendancy at 17:44 Killed by Salureba the white crystal at level 15 on the 21st Haze 122nd year of Ascendancy at 20:15 Killed by Betaba the bee swarm at level 15 on the 22nd Haze 122nd year of Ascendancy at 02:37 Killed by Salureba the white crystal at level 15 on the 22nd Haze 122nd year of Ascendancy at 10:00 Killed by Betowyn the squid at level 16 on the 24th Haze 122nd year of Ascendancy at 06:03 Killed by Betowyn the squid at level 16 on the 24th Haze 122nd year of Ascendancy at 07:12 Killed by Betowyn the squid at level 16 on the 24th Haze 122nd year of Ascendancy at 08:16 Killed by ritch flamespitter at level 16 on the 24th Haze 122nd year of Ascendancy at 13:42 Killed by Xerothra the giant eel at level 16 on the 24th Haze 122nd year of Ascendancy at 15:45 Killed by eldritch eye at level 17 on the 25th Haze 122nd year of Ascendancy at 06:13 Killed by luminous horror at level 17 on the 25th Haze 122nd year of Ascendancy at 10:06 Killed by Ce'Nath the copperhead snake at level 17 on the 25th Haze 122nd year of Ascendancy at 11:53 Killed by Ce'Nath the copperhead snake at level 17 on the 25th Haze 122nd year of Ascendancy at 13:02 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 14:52 Killed by eldritch eye at level 17 on the 25th Haze 122nd year of Ascendancy at 15:06 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 16:50 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 18:22 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 19:17 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 20:25 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 21:30 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 22:36 Killed by Gloribrewe the bloated horror at level 17 on the 25th Haze 122nd year of Ascendancy at 23:34 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 00:31 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 01:30 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 02:48 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 03:31 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 04:32 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 05:44 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 06:51 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 08:18 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 09:29 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 10:26 Killed by Gloribrewe the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 11:27 Killed by oozing horror at level 17 on the 26th Haze 122nd year of Ascendancy at 14:15 Killed by Emeluth the large brown snake at level 17 on the 26th Haze 122nd year of Ascendancy at 15:03 Killed by worm that walks at level 17 on the 26th Haze 122nd year of Ascendancy at 16:06 Killed by Emotta the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 17:06 Killed by worm that walks at level 17 on the 26th Haze 122nd year of Ascendancy at 18:07 Killed by worm that walks at level 17 on the 26th Haze 122nd year of Ascendancy at 19:08 Killed by Emotta the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 20:14 Killed by luminous horror at level 17 on the 26th Haze 122nd year of Ascendancy at 21:16 Killed by Emotta the bloated horror at level 17 on the 26th Haze 122nd year of Ascendancy at 22:20 Killed by Genne the oozing horror at level 17 on the 26th Haze 122nd year of Ascendancy at 23:33 Killed by Genne the oozing horror at level 17 on the 27th Haze 122nd year of Ascendancy at 00:37 Killed by Genne the oozing horror at level 17 on the 27th Haze 122nd year of Ascendancy at 01:54 Killed by worm that walks at level 17 on the 27th Haze 122nd year of Ascendancy at 12:29 Killed by Ce'Nyssra the bloated horror at level 17 on the 27th Haze 122nd year of Ascendancy at 15:09 Killed by Xanivea the bloated horror at level 18 on the 27th Haze 122nd year of Ascendancy at 17:22 Killed by Beturalranor the blade horror at level 18 on the 27th Haze 122nd year of Ascendancy at 21:37 Killed by Weirdling Beast at level 18 on the 28th Haze 122nd year of Ascendancy at 06:00 Killed by Weirdling Beast at level 18 on the 28th Haze 122nd year of Ascendancy at 07:16 Killed by Weirdling Beast at level 18 on the 28th Haze 122nd year of Ascendancy at 09:01 Killed by Islerana the umbral horror at level 19 on the 34th Haze 122nd year of Ascendancy at 18:22 Killed by shadow at level 19 on the 34th Haze 122nd year of Ascendancy at 21:49 Killed by Islerana the umbral horror at level 19 on the 34th Haze 122nd year of Ascendancy at 23:39 Killed by shadow at level 19 on the 35th Haze 122nd year of Ascendancy at 01:18 Killed by Islerana the umbral horror at level 19 on the 35th Haze 122nd year of Ascendancy at 03:05 Killed by Islerana the umbral horror at level 19 on the 35th Haze 122nd year of Ascendancy at 05:06 Killed by Islerana the umbral horror at level 19 on the 35th Haze 122nd year of Ascendancy at 06:37 Killed by Zubeldarin the thief at level 19 on the 41st Haze 122nd year of Ascendancy at 17:47 Killed by Zubeldarin the thief at level 19 on the 41st Haze 122nd year of Ascendancy at 18:59 Killed by Zubeldarin the thief at level 19 on the 41st Haze 122nd year of Ascendancy at 19:50 Killed by Salyseta the temporal stalker at level 21 on the 43rd Haze 122nd year of Ascendancy at 17:21 Killed by Velalle the ghoul at level 21 on the 44th Haze 122nd year of Ascendancy at 23:11 Killed by Voroletha the grannor'vor at level 21 on the 45th Haze 122nd year of Ascendancy at 10:58 Killed by Ce'Nayata the white wolf at level 22 on the 45th Haze 122nd year of Ascendancy at 22:28 Killed by Urkis, the High Tempest at level 22 on the 47th Haze 122nd year of Ascendancy at 17:02 Killed by Urkis, the High Tempest at level 22 on the 47th Haze 122nd year of Ascendancy at 18:04 Killed by Lisyriatta the storm drake hatchling at level 23 on the 47th Haze 122nd year of Ascendancy at 23:32 Killed by Isulemira the snow giant at level 23 on the 48th Haze 122nd year of Ascendancy at 01:40 Killed by Adorawen the bee swarm at level 23 on the 48th Haze 122nd year of Ascendancy at 13:35 Killed by Zubiwe the snow giant at level 23 on the 48th Haze 122nd year of Ascendancy at 21:17 Killed by The Fragmented Essence of Harkor'Zun at level 23 on the 48th Haze 122nd year of Ascendancy at 23:44 Killed by Nealla the wretchling at level 23 on the 49th Haze 122nd year of Ascendancy at 01:00 Killed by Isoma the snow giant boulder thrower at level 24 on the 49th Haze 122nd year of Ascendancy at 12:47 Killed by Glassra the wolf at level 24 on the 49th Haze 122nd year of Ascendancy at 13:01 Killed by skeleton master archer at level 24 on the 56th Haze 122nd year of Ascendancy at 04:14 Killed by skeleton warrior at level 24 on the 56th Haze 122nd year of Ascendancy at 06:21 Killed by Eilinolranor the skeleton magus at level 24 on the 56th Haze 122nd year of Ascendancy at 07:28 Killed by Eilinolle the skeleton warrior at level 24 on the 57th Haze 122nd year of Ascendancy at 08:57 Killed by Xerona the skeleton magus at level 24 on the 57th Haze 122nd year of Ascendancy at 12:55 Killed by Porisekira the skeleton warrior at level 24 on the 57th Haze 122nd year of Ascendancy at 20:01 Killed by Adogatta the skeleton warrior at level 24 on the 57th Haze 122nd year of Ascendancy at 22:33 Killed by Voroba the bone giant at level 25 on the 58th Haze 122nd year of Ascendancy at 13:00 Killed by Beliyath the skeleton warrior at level 25 on the 59th Haze 122nd year of Ascendancy at 05:53 Killed by Beliyath the skeleton warrior at level 25 on the 59th Haze 122nd year of Ascendancy at 06:28 Killed by Emyma the skeleton magus at level 25 on the 59th Haze 122nd year of Ascendancy at 22:40 Killed by skeleton mage at level 25 on the 60th Haze 122nd year of Ascendancy at 12:36 Killed by ghoul at level 25 on the 60th Haze 122nd year of Ascendancy at 17:28 Killed by Emilewyn the skeleton warrior at level 25 on the 60th Haze 122nd year of Ascendancy at 18:47 Killed by Geta the panther at level 26 on the 65th Haze 122nd year of Ascendancy at 20:05 Killed by Geta the panther at level 26 on the 65th Haze 122nd year of Ascendancy at 21:08 Killed by Xerynn the telugoroth at level 26 on the 66th Haze 122nd year of Ascendancy at 07:57 Killed by skeleton mage at level 26 on the 66th Haze 122nd year of Ascendancy at 14:48 Killed by Glytha the greater teluvorta at level 26 on the 66th Haze 122nd year of Ascendancy at 20:31 Killed by Glytha the greater teluvorta at level 26 on the 66th Haze 122nd year of Ascendancy at 21:11 Killed by Salerinne the fire drake hatchling at level 26 on the 66th Haze 122nd year of Ascendancy at 22:42 Killed by XtalKnight's Inner Demon at level 26 on the 67th Haze 122nd year of Ascendancy at 18:09 Killed by XtalKnight's Inner Demon at level 26 on the 67th Haze 122nd year of Ascendancy at 19:09 Killed by XtalKnight's Inner Demon at level 26 on the 67th Haze 122nd year of Ascendancy at 19:19 Killed by XtalKnight's Inner Demon at level 26 on the 67th Haze 122nd year of Ascendancy at 20:19 Killed by Belorana the dredgling at level 27 on the 1st Wintertide 123rd year of Ascendancy at 16:54 Killed by Bethatira the Guardian at level 27 on the 1st Wintertide 123rd year of Ascendancy at 19:09 Killed by XtalKnight's Inner Demon at level 27 on the 1st Wintertide 123rd year of Ascendancy at 22:12 Killed by Isagalaith the Guardian at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 01:13 Killed by Islewen the Guardian at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 11:09 Killed by Aerylle the rogue sapper at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 13:20 Killed by Islyriba the ultimate gwelgoroth at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 20:22 Killed by Ivenn the temporal stalker at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 23:35 Killed by Xeruvena the orc blood mage at level 27 on the 1st Allure 123rd year of Ascendancy at 05:23 Killed by Silutha the sandworm at level 28 on the 10th Allure 123rd year of Ascendancy at 04:25 Killed by rimebark at level 28 on the 10th Allure 123rd year of Ascendancy at 10:21 |
Primary Stats
| Strength | 43 (base 17) |
| Dexterity | 20 (base 18) |
| Constitution | 44 (base 39) |
| Magic | 69 (base 60) |
| Willpower | 20 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | 838/838 |
| Mana | 346/346 |
| Stamina | 278/278 |
| Healing Factor | 1.4483177570093 |
| Regeneration | 21.430459600763 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.3076830799% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 23 |
| Crit Chance | 2% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Nature | +18% |
| Lightning | +19% |
| Physical | +22% |
| Mind | +12% |
| All | +2% |
Offense: Damage Penetration
| Light | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 29.5 (75%) |
| Defense | 19 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 39 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 21%( 80%) |
| Light | + 29%( 80%) |
| Nature | + 46%( 80%) |
| Blight | + 20%( 80%) |
| Cold | + 18%( 80%) |
| Fire | + 39%( 80%) |
| All | + 15%( 80%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 35% |
| Bleed Resistance | 100% |
| Confusion Resistance | 37% |
| Fear Resistance | 27% |
| Stun Resistance | 35% |
| Poison Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 184.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 44 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 325 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 192.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 44 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Armor forging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Forge powers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Crystal | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Crystal Crawl |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 418. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed faerlhing fang. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Jetquencher (3 def, 3 armour) =battle=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness / 8 blight Changes resistances penetration: +15% darkness Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +52.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | masterforged dwarven-steel helm (2 def, 9.5 armour) =battle=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Str / +1 Dex Changes resistances: +13% light / +13% fire Changes damage: +12% lightning Talent masteries: +0.20 Cunning / Survival +0.10 Spell / Staff combat +0.10 Technique / Armor forging Talent granted: +2 Perfect Strike Mental save: +27 (+10 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +59.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged dwarven-steel torque of mindblast [power 237] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 6 beam dealing 120.87 to 241.74 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Mardiromista'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Spell save: +9 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +1.10 Mana each turn: +0.12 Talent on hit(spell): Lightning (5% chance level 2). Talent on hit(spell): Bone Spear (5% chance level 1). Rings can have magical properties. |
| On fingers | Anudor the copper ring =3 dex, 4 mag=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex / +4 Mag Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +1.00 Maximum hate: +2.00 Damage Shield penetration: +10% Rings can have magical properties. |
| Around waist | CurespikeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% light Changes damage: +6% nature Life regen: +1.60 Healing mod.: +21% Talent on hit(nature): Slime Spit (10% chance level 2). A belt that goes around your waist. |
| In main hand | Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.4 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 98% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. This item has been sent to the Item's Vault. |
| On hands | Ce'Nyth the hardened leather gloves (0 def, 2 armour) =battle=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Damage when hit (Melee): 12 mind / 20 acid Changes resistances: +7% lightning Changes damage: +5% lightning / +21% acid Mindpower: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +50 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This item has been sent to the Item's Vault. |
| Cloak | Ce'Neba the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +6% blight / +3% cold / +3% light Maximum life: +30.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 30.53 to 91.60 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
regeneration infusion of the sneak (heal 414 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 8; power 54; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (38 nature damage, 33% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.59 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (492% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (432% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
magic missile rune of the titan (161 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 161 arcane damage and inflicts Spellshocked for 5 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 ability. |
manasurge rune of the warrior (913% regen over 10 turns; 46 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 913% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (981% regen over 10 turns; 49 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 981% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 8; power 26; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (178 acid damage; disarm 5 turns with power 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 178.22 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
acid wave rune of the psychic (165 acid damage; disarm 5 turns with power 33)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 164.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 33 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. Press to compare to your current inscriptions |
acid wave rune of the wizard (185 acid damage; disarm 5 turns with power 54)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 184.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 54 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
biting gale rune of the wizard (139 cold damage; freeze 3 turns with power 54)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 138.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (195 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 194.82 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (246 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 246.02 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
shielding rune of the psychic (absorb 312 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 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 312 damage for 5 turns. 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 ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 257 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 257 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 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 ability. |
teleportation rune of the warrior (range 82)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Blindpiety =4 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +15% light Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +10 (+5 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Anogund the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid / 20 temporal Changes resistances penetration: +20% temporal Changes damage: +6% acid / +9% temporal Blindness immunity: +25% Infravision radius: +4 See stealth: +9 See invisible: +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
psionicist's steel ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Wil Mental save: +4 (+2 eff.) Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
warrior's steel ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
Elemental FuryRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 25 light Rings can have magical properties. |
BetonnePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +12 Mag / +6 Wil Changes resistances: +12% light / +3% lightning Changes damage: +9% arcane Mental save: +6 (+3 eff.) Teleport immunity: +10% Spellpower: +10 (+3 eff.) Rings can have magical properties. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.4 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 98% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. This item has been sent to the Item's Vault. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
reforged Eilinasebeth (21.5-30.1 power, 14 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 109% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +28 Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 112% When this weapon hits: Acidbeam (5% chance level 2). On weapon hit: * 12% chance to daze at end of turn * 25% chance to put talents on cooldown Damage (Melee): +19 cold Damage against: +9% Unnatural When wielded/worn: Armour: +2 Changes stats: +2 Str / +2 Dex / +2 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances: +3% mind Changes resistances penetration: +7% lightning Changes damage: +11% nature Knockback immunity: +10% Sharp, long, and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
masterforged steel shield (6 def, 6.5 armour, 77.5 block) =6 dex, 3 str=Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Str / +6 Dex / +2 Mag / +2 Cun Changes resistances: +13% nature / +13% physical Talent cooldown: Battle Call (-1 turn) Talents granted: +4 Barrier +2 Block Spell save: +27 (+9 eff.) Disarm immunity: +27% Knockback immunity: +27% Infravision radius: +2 Life leech chance: +15% Life leech: +10% Handheld deflection devices. |
reforged steel shield 'Gloronn' (6 def, 11.5 armour, 73.5 block) =icy=Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +6% Defense: +6 (+3 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 11 ice Changes stats: +2 Wil Changes resistances: +13% fire / +29% cold / +6% mind / +11% physical Talent cooldown: Heroic Spin (-1 turn) Talents granted: +2 Arcane Shield +2 Block Spell save: +27 (+9 eff.) Silence immunity: +10% Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
Chalenarirab (8 def, 2 armour, 84 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 15 ice / 8 mind Changes resistances: +12% blight / +12% cold / +6% mind / +15% acid Talent granted: +3 Block Handheld deflection devices. |
masterforged dwarven-steel mail armour (4 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 7 light / 20 temporal Changes stats: +3 Wil Changes resistances: +21% blight / +13% cold / +17% darkness / +13% physical Changes resistances penetration: +10% temporal Talent cooldown: Unstoppable (-5 turns) Talents granted: +2 Shock Hands +1 Power Catalyst: Magic Physical save: +27 (+12 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.25 Maximum life: +193.00 Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(nature): Acidbeam (5% chance level 1). Talent on hit(mindpower): Acidbeam (5% chance level 1). A suit of armour made of mail. |
masterforged dwarven-steel plate armour (5.5 def, 29.5 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +30 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +5 Cun / +6 Wil Changes resistances: +6% acid / +3% fire / +22% nature / +13% light Talent cooldown: Infernal Impact (-1 turn) Talents granted: +2 Blood Grasp +1 Power Catalyst: Magic Physical save: +27 (+12 eff.) Spell save: +30 (+10 eff.) Mental save: +16 (+6 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.25 Maximum life: +233.00 A suit of armour made of metal plates. |
LayylebethInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -2% Changes stats: +1 Wil / +4 Con Reduces incoming crit damage: 5.00% Spell save: +14 (+5 eff.) Maximum life: +31.00 Size category: +2 A belt that goes around your waist. |
Aliyabar the Abyssstrike (1 def, 0 armour) =2 str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Cun / +1 Con / +2 Lck Talent mastery: +0.10 Cunning / Dirty fighting A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyryna (0 def, 1 armour) =4 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +2 Cun / +1 Con / +6 Lck Grants telepathy: Humanoid/Orc Stealth bonus: +6 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 See invisible: +3 A pair of boots made of leather. |
hardened leather gloves 'Duvodedil' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 acid Damage when hit (Melee): 20 acid Changes resistances: +8% acid Changes damage: +8% acid / +15% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Layeda (0 def, 1 armour) =5 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +2 Wil Mental crit. chance: +3% Light radius: +3 See invisible: +6 A cap made of leather. |
reforged Gloryrin (2 def, 11.5 armour) =5 str, 3 dex=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +8 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +13% lightning / +8% physical / +13% light Talent mastery: +0.10 Celestial / Chants Talent granted: +3 Mental Shielding Critical mult.: +10.00% Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +27 (+10 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +58.00 Mental crit. chance: +3% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nuummite 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. |
9 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. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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. |
8 tiny geode 8 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: Physical Gems can be sold for money or used in arcane rituals. |
8 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: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
7 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. |
6 hematite 6 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. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Acid 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. |
3 small geode 3 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: Physical 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: Arcane 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. |
3 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+10 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 geode 3 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 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: Arcane Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
412 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Arita the LavarigorPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire / 12 temporal Changes resistances: +27% fire Changes resistances penetration: +10% fire / +20% temporal Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 274/400. 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. |
Isylratha [power 132] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% darkness Maximum wards: +3 acid / +4 nature / +4 light Talent granted: +2 Ward Spell save: +3 (+1 eff.) It can be used to heal a target within range 6 (based on Willpower) for 132, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Chalumagar the Lustreravager [power 10] (6 cooldown) =4 dex, 3 con=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex / +3 Con Changes damage: +12% light Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano Stamina each turn: +1.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of firewall [power 165] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 168 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of trap destruction [power 83] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (83 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By XtalKnight the Sentient Crystal Forge Knight level 6
68th Dusk 122nd year of Ascendancy at 20:49 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By XtalKnight the Sentient Crystal Forge Knight level 26
67th Haze 122nd year of Ascendancy at 00:29 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By XtalKnight the Sentient Crystal Forge Knight level 23
49th Haze 122nd year of Ascendancy at 01:56 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By XtalKnight the Sentient Crystal Forge Knight level 22
46th Haze 122nd year of Ascendancy at 02:09 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By XtalKnight the Sentient Crystal Forge Knight level 22
47th Haze 122nd year of Ascendancy at 19:26 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By XtalKnight the Sentient Crystal Forge Knight level 18
28th Haze 122nd year of Ascendancy at 13:40 see stats
Level 10 (Exploration mode)
Got a character to level 10.By XtalKnight the Sentient Crystal Forge Knight level 10
10th Haze 122nd year of Ascendancy at 02:37 see stats
Level 20 (Exploration mode)
Got a character to level 20.By XtalKnight the Sentient Crystal Forge Knight level 20
41st Haze 122nd year of Ascendancy at 20:47 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By XtalKnight the Sentient Crystal Forge Knight level 9
8th Haze 122nd year of Ascendancy at 13:11 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By XtalKnight the Sentient Crystal Forge Knight level 27
77th Haze 122nd year of Ascendancy at 20:12 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By XtalKnight the Sentient Crystal Forge Knight level 19
38th Haze 122nd year of Ascendancy at 01:45 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By XtalKnight the Sentient Crystal Forge Knight level 29
1st Regrowth 123rd year of Ascendancy at 03:34 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By XtalKnight the Sentient Crystal Forge Knight level 16
23rd Haze 122nd year of Ascendancy at 20:30 see stats
Log
XtalKnight deactivates Crystal Crawl.
XtalKnight deactivates Crystal Crawl.










































































