Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level New Gem Types 1.2.5Adds 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! 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. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: 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. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.1.4 Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Monk 1.1.5Monk for versions b42 and above. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Homosuperior |
Class | Adventurer |
Level / Exp | 133 / 9% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 196 (base 100) |
Dexterity | 139 (base 30) |
Constitution | 190 (base 98) |
Magic | 46 (base 12) |
Willpower | 156 (base 65) |
Cunning | 134 (base 12) |
Resources
Mana | 1622/1622 |
Psi | 304/304 |
Life | 9435/9483 |
Hate | 108/155 |
Stamina | 923/923 |
Equilibrium | 20 |
Healing Factor | 1.71 |
Regeneration | 40.869 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +140% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 43 |
See Stealth | 25 |
See Invisible | 39 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 582 |
Accuracy | 139 |
Crit Chance | 196% |
APR | 150 |
Speed | 0.73 |
Offense: Spell
Spellpower | 57.666666666667 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 113.63333333333 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +13% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 85 (30%) |
Defense | 80.39 |
Ranged Defense | 82.79 |
Fatigue | 0 |
Physical Save | 129.76071428571 |
Spell Save | 98.585 |
Mental Save | 117.45416666667 |
Defense: Resistances
All | + 32%( 84%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 26% |
Blind Resistance | 90% |
Silence Resistance | 53% |
Bleed Resistance | 5% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 741 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 216 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.80 |
| 13/5 |
| 13/5 |
| 6/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.00 |
| 5/5 |
| 13/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 13/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 9/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker |
talent | Thermal Aura |
talent | Elemental Harmony |
talent | Gloom |
talent | Stalk |
talent | Kinetic Aura |
Quests
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | voratun battleaxe 'Drogorn' (170% power, 4 apr) voratun battleaxe 'Drogorn' (170% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 Power: 171% Range: 1.5x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +50 temporal / +52 nature / +28 mind When wielded/worn: Accuracy: +83 (+10 eff.) Armour penetration: +40 Physical crit. chance: +21.0% Defense: +12 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Str / +20 Dex / +1 Wil Changes resistances: +10% all Changes resistances penetration: +42% physical / +21% nature / +10% arcane Changes damage: +53% physical Critical mult.: +10.00% Spell save: +24 (+4 eff.) Disarm immunity: +67% Stamina when hit: +4.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+1 eff.) Damage Shield penetration: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
Quiver | Bokunik the Cobrafury (17/17, 143% power, 13 apr) Bokunik the Cobrafury (17/17, 143% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 144% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +13 Physical crit. chance: +16.5% Capacity: 17 On weapon hit: * Slows global speed by 53% * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +22 darkness / +4 nature / +20 blight / +26 mind / +8 arcane Burst (radius 1) on hit: +8 nature / +32 fire Burst (radius 2) on crit: +8 nature / +8 mind Arrows are used with bows to pierce your foes to death. |
Light source | dwarven lantern 'Skyransom' dwarven lantern 'Skyransom'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +18.0% Physical power: +28 (+4 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 45% chance to daze * 10% chance to disease Damage when hit (Melee): 8 lightning Changes stats: +19 Cun / +21 Wil Changes resistances: +10% cold / +9% temporal Changes resistances penetration: +15% blight / +15% all Changes damage: +18% blight / +9% arcane / +21% lightning Critical mult.: +57.00% Physical save: +18 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +31 (+5 eff.) Blindness immunity: +50% Confusion immunity: +30% Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Infravision radius: +18 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Adenor (7 def, 14 armour) Adenor (7 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +14 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +20 Str / +25 Dex / +5 Cun / +20 Con / +17 Lck Changes resistances: +3% temporal / -31% light / +6% blight / +3% nature / +7% all Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Physical save: +67 (+10 eff.) Spell save: +20 (+4 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% Life regen: +8.00 Spell crit. chance: +8% Mindpower: +2 (+0 eff.) Mental crit. chance: +9% A cap made of leather. |
On feet | Brodumagorn the Dawnresolve (0 def, 12 armour) Brodumagorn the Dawnresolve (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +12 Fatigue: -5% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 light Changes stats: +4 Cun / +4 Con Changes resistances: +12% acid / +9% temporal / +6% light / +11% fire / +11% cold Changes resistances penetration: +15% temporal / +11% physical Changes damage: +3% acid / +21% mind Physical save: +52 (+7 eff.) Spell save: +32 (+6 eff.) Mental save: +46 (+7 eff.) Life regen: +3.60 Stamina each turn: +1.60 Maximum life: +45.00 Maximum stamina: +28.00 Light radius: +4 Infravision radius: +3 Movement speed: +10% Healing mod.: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Blazeraven (dig speed 10 turns) Blazeraven (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Mag Changes resistances: +7% physical / +10% darkness / +12% nature Changes damage: +18% blight / +8% nature / +9% arcane Damage affinity(heal): +15% darkness Physical save: +9 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +8 (+1 eff.) Maximum life: +60.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Sunprophet the voratun ring Sunprophet the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 50 bleed Effects on ranged hit: * 39% chance to cause random gloom Damage (Ranged): 44 bleed Changes stats: +10 Str / +16 Wil / +22 Cun / +15 Con Changes resistances: +12% lightning / +15% blight / +41% cold / +19% nature / +6% mind Changes damage: +19% cold Spell save: +19 (+3 eff.) Mental save: +32 (+5 eff.) Poison immunity: +26% Disease immunity: +45% Silence immunity: +15% Confusion immunity: +50% Pinning immunity: +10% Hate when firing a critical mind attack: +5.00 Maximum stamina: +32.00 Maximum hate: +29.00 Mindpower: +15 (+2 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | stralite ring 'Lightningpain' stralite ring 'Lightningpain'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +54 (+7 eff.) Armour penetration: +15 Physical power: +13 (+2 eff.) Defense: +32 (+6 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +9 Str / +17 Dex / +8 Wil / +25 Cun / +22 Con Changes resistances: +36% lightning / +27% cold / +3% nature / +3% temporal Changes resistances penetration: +10% lightning Changes damage: +18% lightning Physical save: +16 (+2 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Cut immunity: +5% Life regen: +0.90 Maximum life: +87.00 Maximum stamina: +34.00 Mindpower: +13 (+2 eff.) Movement speed: +22% Healing mod.: +26% 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: 4.0 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 38% for 5 turns. Rings can have magical properties. |
Around neck | Torchglamour the voratun amulet Torchglamour the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +15 Defense: +22 (+4 eff.) Fatigue: -17% Damage when hit (Melee): 16 temporal / 8 fire Changes stats: +10 Dex / +14 Wil / +10 Cun / +7 Con Changes resistances: +30% lightning / +30% temporal / +9% fire / +15% physical Changes resistances cap: +14% all Changes resistances penetration: +10% temporal / +10% mind / +5% fire Changes damage: +9% physical Critical mult.: +30.00% Physical save: +48 (+7 eff.) Mental save: +29 (+5 eff.) Blindness immunity: +40% Confusion immunity: +43% Pinning immunity: +50% Stun/Freeze immunity: +45% Knockback immunity: +44% Life regen: +5.40 Stamina each turn: +2.70 Maximum psi: +30.00 Mindpower: +34 (+6 eff.) Mental crit. chance: +3% Infravision radius: +10 Sight radius: +2 See invisible: +14 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
In main hand | voratun greatmaul 'Raintrial' (216% power, 4 apr) voratun greatmaul 'Raintrial' (216% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 216% Range: 1.5x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% On weapon hit: * 40% chance to inflict damage reduction * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +28 lightning / +28 light Burst (radius 1) on hit: +8 nature Damage against: +42% Undead When wielded/worn: Accuracy: +77 (+10 eff.) Armour penetration: +42 Physical crit. chance: +42.0% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 fire Changes stats: +20 Str / +19 Dex / +2 Wil Changes resistances: +3% nature Changes resistances penetration: +10% darkness / +21% physical / +15% nature / +5% fire Changes damage: +52% physical Critical mult.: +38.00% Mental save: +20 (+3 eff.) Stamina when hit: +7.00 Mindpower: +4 (+1 eff.) Massive two-handed mauls. |
On hands | Brightclash (0 def, 7 armour) Brightclash (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +18 (+3 eff.) Armour: +7 Damage (Melee): 11 blight / 13 arcane / 13 light / 13 darkness Changes stats: +10 Str / +7 Dex / +8 Mag / +12 Wil / +6 Cun / +12 Con Changes resistances: +10% darkness / +7% blight / +6% fire / +8% arcane / +11% light Changes damage: +8% blight / +6% lightning / +7% light / +8% darkness Talent mastery: +0.20 Technique / Grappling Physical save: +77 (+11 eff.) Spell save: +16 (+3 eff.) Mental save: +27 (+4 eff.) Disarm immunity: +114% Life regen: +1.00 Maximum life: +64.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Chargebender ChargebenderPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +30 Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to disease * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun / +10 Lck Changes resistances: +12% lightning / +15% light / +24% blight / +6% mind / +13% darkness Changes resistances penetration: +15% blight / +20% physical Changes damage: +6% blight / +25% physical / +9% mind / +6% lightning Reduced damage from: +90% Summoned Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +37 (+5 eff.) Mental save: +14 (+2 eff.) Spellpower: +11 (+3 eff.) Spell crit. chance: +6% Mindpower: +12 (+2 eff.) Infravision radius: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to create a temporary shield that absorbs 374 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Cloak | Aeramibeth (26 def, 13 armour) Aeramibeth (26 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Armour: +13 Defense: +26 (+5 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: -9% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +6% temporal / +39% cold / +25% blight / +8% fire / +20% nature / +10% lightning Changes resistances penetration: +10% arcane Physical save: +14 (+2 eff.) Disease immunity: +10% Knockback immunity: +10% Life regen: +3.00 Only die when reaching: -60.00 life Maximum life: +162.00 Maximum stamina: +28.00 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Belabretha the cashmere robe (2 def, 0 armour) Belabretha the cashmere robe (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +13 Mag / +6 Wil / +20 Cun / +3 Con Changes resistances: +16% mind / +22% acid Changes resistances penetration: +24% darkness / +10% temporal / +8% mind / +38% physical Changes damage: +15% acid / +42% physical / +54% darkness / +28% light / +14% temporal / +26% mind / +13% all Critical mult.: +37.00% Spell save: +47 (+8 eff.) Mental save: +63 (+9 eff.) Silence immunity: +38% Psi each turn: +0.72 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +5 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +8.00 Maximum hate: +26.00 Maximum psi: +48.00 Spellpower: +54 (+14 eff.) Spell crit. chance: +26% Mindpower: +29 (+5 eff.) Mental crit. chance: +17% Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (539% speed; 7 turns) movement infusion of the wizard (539% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 539% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
voratun amulet 'Zerurek' voratun amulet 'Zerurek'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +58 (+7 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Defense: +38 (+8 eff.) Fatigue: -10% Changes stats: +1 Str / +19 Dex / +20 Wil / +10 Cun / +13 Con / +38 Lck Changes resistances: +39% lightning Critical mult.: +40.00% Physical save: +20 (+3 eff.) Spell save: +30 (+5 eff.) Blindness immunity: +54% Disease immunity: +10% Cut immunity: +25% Pinning immunity: +10% Stun/Freeze immunity: +53% Teleport immunity: +10% Life regen: +1.50 Stamina each turn: +1.50 Infravision radius: +18 Sight radius: +4 See invisible: +26 Movement speed: +10% Reduce all damage from unseen attackers: 39% Amulets can have magical properties. |
Betyssra the copper ring Betyssra the copper ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Physical power: +15 (+2 eff.) Armour: +4 Defense: +9 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +6 Str / +10 Mag / +12 Wil / +3 Cun / +7 Con Changes resistances: +9% blight / +24% cold / +3% mind / +9% nature Changes damage: +12% cold / +5% all Reduces incoming crit damage: 19.00% Spell save: +12 (+2 eff.) Disarm immunity: +51% Confusion immunity: +15% Pinning immunity: +52% Knockback immunity: +52% Life regen: +0.80 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Maximum life: +104.00 Maximum stamina: +16.00 Maximum hate: +7.00 Spellpower: +22 (+6 eff.) Mindpower: +8 (+1 eff.) Healing mod.: +14% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Cuthyregorand the voratun ring Cuthyregorand the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +80 (+10 eff.) Armour penetration: +30 Physical power: +15 (+2 eff.) Defense: +62 (+12 eff.) Fatigue: -6% Effects on melee hit: * 45% chance to corrode armour * 16% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +13 Str / +11 Dex / +19 Cun / +20 Con Changes resistances: +15% blight / +40% lightning / +15% nature / +82% acid Changes resistances penetration: +15% physical Changes damage: +35% acid / +20% lightning Physical save: +26 (+4 eff.) Poison immunity: +27% Disease immunity: +26% Stamina each turn: +0.20 Hate when firing a critical mind attack: +3.00 Maximum stamina: +15.00 Maximum hate: +13.00 Movement speed: +50% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Salema the stralite battleaxe (169% power, 3 apr) Salema the stralite battleaxe (169% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +23 lightning / +4 arcane / +24 blight When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +19.0% Physical power: +13 (+2 eff.) Defense: +19 (+4 eff.) Damage when hit (Melee): 8 arcane / 12 physical Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% physical Disease immunity: +39% Disarm immunity: +62% Massive two-handed battleaxes. |
Tempestnail (179% power, 4 apr) Tempestnail (179% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 89% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +28 mind When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +40 Physical crit. chance: +62.0% Defense: +12 (+2 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +6 Str / +8 Dex / +5 Mag / +6 Wil / +9 Cun / +6 Con Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +12% mind / +21% darkness Changes damage: +3% lightning Critical mult.: +47.00% Disarm immunity: +52% Infravision radius: +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Telos's Staff (Top Half) (143% power, 0 apr, physical element) Telos's Staff (Top Half) (143% power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 144% Range: 1.2x Uses stats: 100% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Glimmerstalker the silk robe (7 def, 5 armour) Glimmerstalker the silk robe (7 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind / 12 light Changes stats: +8 Str / +8 Mag / +8 Wil / +18 Cun Changes resistances: +50% lightning / +11% darkness / +44% light / +11% blight / +19% fire / +51% mind / +23% cold Changes resistances penetration: +17% physical / +17% darkness / +17% mind Changes damage: +35% lightning / +30% physical / +18% light / +6% temporal / +17% cold / +65% mind / +16% darkness Critical mult.: +34.00% Physical save: +45 (+6 eff.) Spell save: +34 (+6 eff.) Mental save: +18 (+3 eff.) Psi each turn: +0.86 Hate when firing a critical mind attack: +9.00 Psi when firing a critical mind attack: +9.00 Maximum hate: +13.00 Maximum psi: +28.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tempestpunish the silk robe (7 def, 5 armour) Tempestpunish the silk robe (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +15 Str / +15 Mag / +14 Wil Changes resistances: +29% lightning / +22% cold / +27% acid / +32% blight Changes resistances penetration: +10% blight Changes damage: +42% lightning / +24% physical / +12% blight / +29% cold / +18% acid Physical save: +22 (+3 eff.) Life regen: +8.50 Maximum life: +176.00 Healing mod.: +51% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Searpain the pair of hardened leather boots (19 def, 18 armour) Searpain the pair of hardened leather boots (19 def, 18 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +18 Defense: +19 (+4 eff.) Fatigue: -5% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 mind Changes stats: +4 Str / +8 Mag / +4 Wil / +3 Con Changes resistances: +18% mind Changes resistances penetration: +33% acid / +11% physical / +5% fire Changes damage: +3% acid / +9% fire Maximum encumbrance: +38 Physical save: +22 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +11 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +6 Movement speed: +20% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Brenodar the Balancetouch (0 def, 12 armour) Brenodar the Balancetouch (0 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +10 Physical crit. chance: +13.0% Physical power: +26 (+4 eff.) Armour: +12 Effects on melee hit: * 19% chance to cause random gloom * Slows global speed by 57% Damage (Melee): 42 darkness / 28 mind Damage when hit (Melee): 4 mind / 4 fire Changes stats: +10 Str / +5 Dex / +11 Cun Changes resistances: +22% darkness Changes damage: +3% fire / +8% darkness / +3% mind Critical mult.: +11.00% Mental save: +10 (+2 eff.) Life regen: +9.50 Stamina each turn: +3.20 Psi each turn: +0.53 Maximum life: +127.00 Maximum stamina: +28.00 Spell crit. chance: +14% Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Infravision radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pyrespitter the hardened leather cap (7 def, 14 armour) Pyrespitter the hardened leather cap (7 def, 14 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +14 Defense: +7 (+1 eff.) Fatigue: +3% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 mind Changes stats: +14 Str / +7 Dex / +15 Wil / +13 Cun / +4 Con / +13 Lck Changes resistances: +11% lightning / +11% temporal / +11% fire / +11% blight / +11% cold / +10% nature / +5% all Changes resistances penetration: +10% fire Changes damage: +6% fire Critical mult.: +5.00% Physical save: +22 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +32 (+5 eff.) Maximum life: +82.00 Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Mental crit. chance: +9% Light radius: +2 Infravision radius: +3 Healing mod.: +21% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Anedil the drakeskin leather armour (29 def, 8 armour) Anedil the drakeskin leather armour (29 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +12.0% Armour: +8 Defense: +29 (+6 eff.) Fatigue: +6% Damage (Melee): 23 acid / 18 fire Damage when hit (Melee): 12 acid / 14 fire / 20 physical Changes stats: +18 Str / +12 Dex / +5 Mag / +16 Wil / +21 Cun Changes resistances: +75% acid / +25% physical / +18% darkness / +30% fire / +3% mind / +30% lightning Physical save: +51 (+7 eff.) Mental save: +49 (+7 eff.) Life regen: +15.00 Stamina each turn: +2.20 Only die when reaching: -40.00 life Light radius: +2 See invisible: +6 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +21% Chance to avoid any damage: +12% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
10 black pearl 10 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
9 hematite 9 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% Gems can be sold for money or used in arcane rituals. |
7 nuummite 7 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% Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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% Gems can be sold for money or used in arcane rituals. |
5 agate 5 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 Gems can be sold for money or used in arcane rituals. |
132 alchemist agate 132 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. |
3 aquamarine 3 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 Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
5 malachite 5 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
7 verdite 7 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
7 carnelian 7 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% Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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% Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 enormous geode 10 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
7 geode 7 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% Gems can be sold for money or used in arcane rituals. |
9 large geode 9 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 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% Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Gems can be sold for money or used in arcane rituals. |
8 kunzite 8 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
11 sugilite 11 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% Gems can be sold for money or used in arcane rituals. |
7 tanzanite 7 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
9 quartz 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 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Cheat the Homosuperior Adventurer level 5
75th Pyre 122nd year of Ascendancy at 21:02 see stats
By Cheat the Homosuperior Adventurer level 72
35th Dusk 122nd year of Ascendancy at 10:32 see stats
By Cheat the Homosuperior Adventurer level 30
3rd Flare 122nd year of Ascendancy at 16:48 see stats
By Cheat the Homosuperior Adventurer level 96
62nd Dusk 122nd year of Ascendancy at 01:35 see stats
By Cheat the Homosuperior Adventurer level 21
7th Mirth 122nd year of Ascendancy at 13:08 see stats
By Cheat the Homosuperior Adventurer level 125
76th Dusk 122nd year of Ascendancy at 07:45 see stats
By Cheat the Homosuperior Adventurer level 31
6th Flare 122nd year of Ascendancy at 10:32 see stats
By Cheat the Homosuperior Adventurer level 43
7th Dusk 122nd year of Ascendancy at 12:23 see stats
By Cheat the Homosuperior Adventurer level 55
19th Dusk 122nd year of Ascendancy at 14:45 see stats
By Cheat the Homosuperior Adventurer level 67
30th Dusk 122nd year of Ascendancy at 22:16 see stats
By Cheat the Homosuperior Adventurer level 78
42nd Dusk 122nd year of Ascendancy at 02:32 see stats
By Cheat the Homosuperior Adventurer level 91
57th Dusk 122nd year of Ascendancy at 10:34 see stats
By Cheat the Homosuperior Adventurer level 101
65th Dusk 122nd year of Ascendancy at 20:55 see stats
By Cheat the Homosuperior Adventurer level 113
71st Dusk 122nd year of Ascendancy at 05:57 see stats
By Cheat the Homosuperior Adventurer level 10
76th Pyre 122nd year of Ascendancy at 10:21 see stats
By Cheat the Homosuperior Adventurer level 20
2nd Mirth 122nd year of Ascendancy at 05:22 see stats
By Cheat the Homosuperior Adventurer level 30
3rd Flare 122nd year of Ascendancy at 10:47 see stats
By Cheat the Homosuperior Adventurer level 40
4th Dusk 122nd year of Ascendancy at 16:01 see stats
By Cheat the Homosuperior Adventurer level 50
12nd Dusk 122nd year of Ascendancy at 23:54 see stats
By Cheat the Homosuperior Adventurer level 101
65th Dusk 122nd year of Ascendancy at 20:56 see stats
By Cheat the Homosuperior Adventurer level 47
11st Dusk 122nd year of Ascendancy at 12:45 see stats
By Cheat the Homosuperior Adventurer level 56
20th Dusk 122nd year of Ascendancy at 04:42 see stats
By Cheat the Homosuperior Adventurer level 29
3rd Flare 122nd year of Ascendancy at 07:53 see stats
By Cheat the Homosuperior Adventurer level 87
53rd Dusk 122nd year of Ascendancy at 09:16 see stats
By Cheat the Homosuperior Adventurer level 46
10th Dusk 122nd year of Ascendancy at 12:51 see stats
By Cheat the Homosuperior Adventurer level 29
1st Flare 122nd year of Ascendancy at 21:38 see stats
Log
You gain 25.00 gold from the transmogrification of voratun ring 'Belavea'.
You gain 9.87 gold from the transmogrification of sneakthief's gold ring of misery.
You gain 5.08 gold from the transmogrification of conjurer's steel ring of sensing.
You gain 9.56 gold from the transmogrification of savior's gold amulet of manastreaming.
You gain 0.65 gold from the transmogrification of teleportation rune (range 103).
You gain 0.59 gold from the transmogrification of teleportation rune (range 63).
You gain 3.20 gold from the transmogrification of phase door rune (range 14; power 40; dur 8).
You gain 3.25 gold from the transmogrification of invisibility rune (power 13 for 12 turns).
You gain 3.05 gold from the transmogrification of invisibility rune (power 12 for 9 turns).
You gain 1.00 gold from the transmogrification of wild infusion (resist 27%; cure magical).
You gain 1.17 gold from the transmogrification of sun infusion of the duelist (rad 10; power 78; turns 3; dispells darkness).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Aura
- Kinetic Aura
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Cheat deactivates Daunting Presence.
Cheat activates Daunting Presence.
Cheat deactivates Berserker.
Cheat activates Berserker.
Cheat deactivates Elemental Harmony.
Cheat activates Elemental Harmony.
Cheat deactivates Gloom.
Cheat activates Gloom.
Cheat deactivates Stalk.
Cheat activates Stalk.
Cheat deactivates Daunting Presence.
Cheat deactivates Stalk.
Cheat deactivates Kinetic Aura.
Cheat deactivates Berserker.
Cheat deactivates Thermal Aura.
Cheat deactivates Elemental Harmony.
Cheat deactivates Gloom.