
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Spellsword 1.3.3This 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. ZOmnibus Addon Pack 1.3.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. 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. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Protos race 0.2 1.3.5Protos race. 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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): Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Rogue |
Level / Exp | 90 / 90% |
Size | tiny |
Lifes / Deaths | Killed by thief at level 18 on the 77th Pyre 122nd year of Ascendancy at 05:13 0 / 8Killed by Harkenz at level 86 on the 79th Pyre 122nd year of Ascendancy at 19:34 Killed by Harkenz at level 86 on the 79th Pyre 122nd year of Ascendancy at 21:33 Killed by Osreod the Invoker at level 90 on the 79th Pyre 122nd year of Ascendancy at 22:58 Killed by Osreod the Invoker at level 90 on the 1st Mirth 122nd year of Ascendancy at 00:01 Killed by Osreod the Invoker at level 90 on the 1st Mirth 122nd year of Ascendancy at 00:58 Killed by Osreod the Invoker at level 90 on the 1st Mirth 122nd year of Ascendancy at 01:57 Killed by Osreod the Invoker at level 90 on the 1st Mirth 122nd year of Ascendancy at 02:40 |
Primary Stats
Strength | 114 (base 61) |
Dexterity | 123 (base 86) |
Constitution | 86 (base 68) |
Magic | 90 (base 60) |
Willpower | 94 (base 60) |
Cunning | 113 (base 87) |
Resources
Life | -415/5015 |
Stamina | 1407/1407 |
Healing Factor | 1.45 |
Regeneration | 54.5345 |
Speed
Mental | +470.29744907643% |
Attack | +77.2% |
Movement | +206% |
Spell | +788.1356838537% |
Global | +159.1% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 12 |
See Stealth | 119.98260738042 |
See Invisible | 119.98260738042 |
Offense: Mainhand
Damage | 243 |
Accuracy | 99 |
Crit Chance | 186% |
APR | 59 |
Speed | 0.18 |
Offense: Offhand
Damage | 248 |
Accuracy | 99 |
Crit Chance | 186% |
APR | 59 |
Speed | 0.16 |
Offense: Spell
Spellpower | 112.5 |
Crit Chance | 100% |
Speed | 0.11259540835708 |
Offense: Mind
Mindpower | 120.14285714286 |
Crit Chance | 100% |
Speed | 0.56433408577878 |
Offense: Damage Bonus
All | +836% |
Defense: Base
Armour (hardiness) | 81.7 (50%) |
Defense | 95.468529329525 |
Ranged Defense | 97.068529329525 |
Fatigue | 0 |
Physical Save | 81.276298503409 |
Spell Save | 77.195373129262 |
Mental Save | 78.457873129262 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 31% |
Instadeath Resistance | 100% |
Silence Resistance | 26% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 150 damage for 5 turns. |
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 514 life over 5 turns. |
Class Talents
Cunning / Artifice | 1.30 |
| 7/5 |
| 6/5 |
| 7/5 |
| 6/5 |
Cunning / Stealth | 15.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Duellist | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 6/5 |
Cunning / Poisons | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Trapping | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Toxins | 1.30 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Throwing knives | 1.30 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Lethality | 1.30 |
| 7/5 |
| 7/5 |
| 8/5 |
| 8/5 |
Technique / Assassination | 1.30 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Dual techniques | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
| 8/5 |
Race / Dark-faerie | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Mobility | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Scoundrel | 1.40 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Deadly Strikes |
talent | Numbing Poison |
talent | Deadly Poison |
talent | Lacerating Strikes |
talent | Hemotoxin |
talent | Trained Reactions |
talent | Crippling Poison |
talent | Through The Crowd |
beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
detrimental effect | Cut and bleed resistance is reduced by 96%. Hemotoxin |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | You have 12 throwing knives. Throwing Knives |
beneficial effect | Attuning to the flow of combat, increasing their combat stats. Negative Effect Reduction: 56% Combat Speed: 38% Stamina Regeneration: 9.41 Tempo |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Your body is cauterizing, burning for 572.83 damage each turn. Cauterize |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +711% Combat Speed: +355% All Damage: +836% |
beneficial effect | The target is in a defensive roll, ignoring 41% of all incoming damage. Defensive Roll |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | scholar's pair of voratun boots of strife (0 def, 5 armour) scholar's pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Wil / +5 Con Changes resistances penetration: +9% physical Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+5 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | drakeskin leather cap 'Ashtrail' (0 def, 5 armour) drakeskin leather cap 'Ashtrail' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 20 fire Changes stats: +6 Str / +5 Wil / +4 Cun / +14 Con Changes resistances: +15% lightning / +6% temporal / +29% nature Changes resistances penetration: +10% darkness / +20% fire Changes damage: +6% fire Physical save: +15 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +9 (+2 eff.) Maximum life: +149.00 Mindpower: +5 (+1 eff.) Healing mod.: +45% It can be used to activate talent Battle Cry, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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. |
On hands | hardened leather gloves 'Nerylaith' (0 def, 2 armour) hardened leather gloves 'Nerylaith' (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage (Melee): 7 arcane Changes stats: +4 Str / +4 Dex / +6 Mag / +8 Wil / +4 Cun Changes resistances: +6% arcane / +9% acid Changes resistances penetration: +10% mind Changes damage: +6% acid / +6% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +17 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +31% It can be used to activate talent Disperse Magic, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | bloodhexed iron pickaxe (dig speed 30 turns) bloodhexed iron pickaxe (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Str / +5 Wil Mental crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's copper ring of arcana(+0.16/turn) conjurer's copper ring of arcana(+0.16/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil / +5 Mag Silence immunity: +26% Mana each turn: +0.16 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Changes stats: +7 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | wanderer's steel amulet of the eclipse wanderer's steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 9% chance to blind * 7% chance to inflict damage reduction Changes stats: +6 Dex / +6 Cun / +6 Con Changes damage: +9% light / +9% darkness Life regen: +0.80 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
In main hand | glacial voratun dagger of shearing (36-46.8 power, 9 apr) glacial voratun dagger of shearing (36-46.8 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +22 ice When wielded/worn: Armour penetration: +9 Armour: +9 Changes resistances penetration: +8% cold / +8% physical Changes damage: +12% physical Sharp, short and deadly. |
Around waist | balancing rough leather belt of magery balancing rough leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +7% A belt that goes around your waist. |
In off hand | quick voratun dagger of massacre (49-63.7 power, 9 apr) quick voratun dagger of massacre (49-63.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Dex Sharp, short and deadly. |
Cloak | spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Spell save: +7 (+2 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | tempestuous drakeskin leather armour (13 def, 8 armour) tempestuous drakeskin leather armour (13 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Changes resistances: +21% lightning / +20% cold A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) 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 (11% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. archmage's copper amuletarchmage's copper amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +5% lightning / +5% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +0.90 Amulets can have magical properties. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe of ruin (21.5-32.25 power, 2 apr)blazebringer's steel battleaxe of ruin (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +13% fire Critical mult.: +19.00% Global speed: +4% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of evisceration (41.5-62.25 power, 3 apr)stralite battleaxe of evisceration (41.5-62.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +19 (+4 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick steel greatsword of crippling (21-33.6 power, 2 apr)quick steel greatsword of crippling (21-33.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +13.0% Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Urthagund the stralite sceptre (33-46.2 power, 5 apr)Urthagund the stralite sceptre (33-46.2 power, 5 apr) Requires: - Magic 28 - Constitution 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Poison Storm (10% chance level 5). When this weapon hits: Blood Boil (10% chance level 5). When this weapon hits: Blastwave (10% chance level 5). When this weapon hits: Rigor Mortis (10% chance level 5). When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Corrosive Mist (10% chance level 5). Damage (Melee): +34 manaburn arcane Burst (radius 1) on hit: +19 arcane Damage conversion: 22% darkness / 22% fire burn / 22% arcane silence / 22% corrosive acid / 22% infective blight / 22% crippling poison When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Wil / +3 Cun / +2 Con Changes resistances: +26% arcane / +28% blight Changes resistances penetration: +18% acid / +18% darkness / +18% blight / +18% fire / +18% nature / +18% arcane Changes damage: +18% arcane / +3% blight Spell save: +20 (+5 eff.) Spellpower: +12 (+2 eff.) Light radius: +3 See invisible: +9 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Hanidar the voratun waraxe (66-92.4 power, 6 apr)Hanidar the voratun waraxe (66-92.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 66.0 - 92.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 35% chance to daze * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 lightning / +20 mind When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +11 Physical crit. chance: +13.0% Defense: +29 (+7 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Str / +11 Dex / +3 Mag / +7 Wil / +6 Cun / +2 Con Changes resistances penetration: +15% lightning Grants telepathy: Dragon Critical mult.: +20.00% Disarm immunity: +96% Hate when firing a critical mind attack: +3.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +6 (+1 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger (28-36.4 power, 9 apr)plaguebringer's stralite dagger (28-36.4 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease Damage (Melee): +14 blight When wielded/worn: Disease immunity: +24% Sharp, short and deadly. |
voratun dagger (38.5-50.05 power, 9 apr) voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
voratun dagger (36-46.8 power, 9 apr) voratun dagger (36-46.8 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of crippling (38-49.4 power, 9 apr)voratun dagger of crippling (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dreamer's vined mindstar of storms (4.5-4.95 power, 18 apr, nature damage)dreamer's vined mindstar of storms (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 lightning Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +11% lightning / +13% mind Changes resistances penetration: +11% lightning Changes damage: +11% lightning Mental save: +6 (+2 eff.) Psi each turn: +0.00 Maximum psi: +26.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. parasitic pulsing mindstar of frost (13.5-14.85 power, 32 apr, mind damage)parasitic pulsing mindstar of frost (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +17% cold Changes resistances penetration: +17% cold Changes damage: +16% cold Psi each turn: +0.00 Hate when firing a critical mind attack: +5.00 Maximum hate: +21.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Life leech chance: +18% Life leech: +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. halfling cured leather sling of true flighthalfling cured leather sling of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes damage: +14% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Scaldreign'drakeskin leather sling 'Scaldreign' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Physical power: +30 (+6 eff.) Ammo reloads per turn: +5 Changes stats: +14 Str / +8 Dex / +7 Mag / +2 Wil / +10 Cun Changes resistances penetration: +63% physical / +10% temporal Changes damage: +10% temporal / +24% fire / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +3 Damage Shield penetration: +51% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. corrosive iron shield of patience (4 def, 2 armour, 23 block)corrosive iron shield of patience (4 def, 2 armour, 23 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to corrode armour Damage when hit (Melee): 12 temporal Changes stats: +2 Con Changes resistances: +11% acid / +11% temporal Talent granted: +1 Block It can be used to activate talent Time Shield, placing all other charms into a 13 cooldown : Effective talent level: 5.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (674) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. linen robe of life (0 def, 0 armour)linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% blight Life regen: +2.10 Maximum life: +52.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour of spell shielding (1 def, 2 armour) rough leather armour of spell shielding (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% arcane Spell save: +11 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's cured leather armour of spell shielding (8 def, 4 armour)marauder's cured leather armour of spell shielding (8 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Changes resistances: +7% arcane Physical save: +11 (+2 eff.) Spell save: +16 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. aetheric hardened leather armour of cold resistance (3 def, 6 armour)aetheric hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 arcane Damage (Ranged): 8 arcane Changes resistances: +24% cold Mana each turn: +0.28 Spellpower: +15 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of Toknor (13 def, 8 armour)nimble drakeskin leather armour of Toknor (13 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +13 (+3 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Changes stats: +5 Dex Critical mult.: +19.00% Movement speed: +20% A suit of armour made of leather. |
Camidunadir (0 def, 3 armour) Camidunadir (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Wil Changes resistances: +13% cold / +14% fire Changes resistances penetration: +10% mind Equilibrium when hit: +0.04 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Hathadoroddatir the iron gauntlets (2 def, 1 armour)Hathadoroddatir the iron gauntlets (2 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +19 (+3 eff.) Physical crit. chance: +8.0% Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 31 mind / 29 darkness Changes stats: +5 Str / +3 Dex / +5 Mag / +7 Cun Changes resistances: +18% light / +13% darkness Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +19 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: -15 (-4 eff.) Poison immunity: +10% Disarm immunity: +52% Spell crit. chance: +8% Mindpower: +10 (+1 eff.) Mental crit. chance: +8% Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour) miner's rough leather cap of dexterity (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +1 A cap made of leather. |
thaloren rough leather cap of dexterity (+4) (0 def, 1 armour) thaloren rough leather cap of dexterity (+4) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +4 Wil Changes resistances: +7% blight Mental save: +7 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Guravea the Shimmerlord (2 def, 0 armour)Guravea the Shimmerlord (2 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 51% chance to daze Damage when hit (Melee): 8 arcane / 12 lightning Changes stats: +20 Cun / +26 Wil Changes resistances: +11% lightning / +13% physical / +12% darkness / +10% temporal Changes resistances penetration: +10% arcane / +20% temporal Changes damage: +16% lightning / +17% temporal / +23% darkness / +11% fire / +11% acid / +25% physical / +11% cold / +14% arcane / +11% light Physical save: +10 (+2 eff.) Mental save: +44 (+9 eff.) Confusion immunity: -40% Fear immunity: -40% Psi each turn: +0.18 Maximum hate: +11.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +22% It can be used to activate talent Hateful Whisper, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 2831 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
This item will automatically be transmogrified when you leave the level. dreamer's brass lantern of the zealotdreamer's brass lantern of the zealot Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Mental save: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% 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. |
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. |
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. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick iron torque of charged psionic shield [power 13] (6 cooldown) quick iron torque of charged psionic shield [power 13] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 13 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Harkenz the Dark Faerie Rogue level 23
77th Pyre 122nd year of Ascendancy at 21:08 see stats
By Harkenz the Dark Faerie Rogue level 52
78th Pyre 122nd year of Ascendancy at 22:38 see stats
By Harkenz the Dark Faerie Rogue level 10
75th Pyre 122nd year of Ascendancy at 23:56 see stats
By Harkenz the Dark Faerie Rogue level 20
77th Pyre 122nd year of Ascendancy at 11:18 see stats
By Harkenz the Dark Faerie Rogue level 30
78th Pyre 122nd year of Ascendancy at 02:46 see stats
By Harkenz the Dark Faerie Rogue level 40
78th Pyre 122nd year of Ascendancy at 13:02 see stats
By Harkenz the Dark Faerie Rogue level 50
78th Pyre 122nd year of Ascendancy at 22:16 see stats
By Harkenz the Dark Faerie Rogue level 40
78th Pyre 122nd year of Ascendancy at 13:18 see stats
By Harkenz the Dark Faerie Rogue level 23
77th Pyre 122nd year of Ascendancy at 20:49 see stats
By Harkenz the Dark Faerie Rogue level 19
77th Pyre 122nd year of Ascendancy at 06:33 see stats
By Harkenz the Dark Faerie Rogue level 15
77th Pyre 122nd year of Ascendancy at 04:31 see stats
By Harkenz the Dark Faerie Rogue level 49
78th Pyre 122nd year of Ascendancy at 19:45 see stats
By Harkenz the Dark Faerie Rogue level 29
78th Pyre 122nd year of Ascendancy at 02:46 see stats
By Harkenz the Dark Faerie Rogue level 39
78th Pyre 122nd year of Ascendancy at 06:11 see stats
By Harkenz the Dark Faerie Rogue level 20
77th Pyre 122nd year of Ascendancy at 11:18 see stats
Log
Osreod the Invoker performs a melee critical strike against Harkenz!
Harkenz has temporarily forgotten Springrazor Trap!
Harkenz has temporarily forgotten Flurry!
Harkenz has temporarily forgotten Marked for Death!
Harkenz has temporarily forgotten Infusion: Regeneration!
Osreod the Invoker rushes out!
Osreod the Invoker says: 'You are dooooommmed!!'
Harkenz hits Osreod the Invoker for 16 fire, , , 16 fire, , (33 total damage).
Osreod the Invoker hits Treant for 6587 physical damage.
Osreod the Invoker hits Harkenz for (203 parried), 581 physical, 26 temporal, (203 parried), 0 lightning, 0 light, 0 darkness, 0 physical, 0 lightning (607 total damage).
Harkenz misses Osreod the Invoker.
Osreod the Invoker evades Harkenz.
Harkenz's Clone uses Fan of Knives.
Harkenz's Clone uses Lunge.
Osreod the Invoker rushes out!
Osreod the Invoker performs a melee critical strike against Harkenz!
The shattering blow creates a shockwave!
Harkenz's Clone uses Lunge.
Harkenz's Clone uses Lunge.
Treant uses Knockback.
Harkenz resists the knockback!
Osreod the Invoker hits Treant for 1679 physical damage.
Osreod the Invoker hits Harkenz for (203 parried), 396 physical, (203 parried), 0 lightning (396 total damage).
Treant hits Harkenz for (203 parried), 206 physical (206 total damage).
Harkenz hits Treant for 31 fire, , (31 total damage).
Harkenz hits Osreod the Invoker for 16 fire, , (16 total damage).
Osreod the Invoker rushes out!
Osreod the Invoker performs a melee critical strike against Harkenz!
Saving game...