Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.0 |
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! Dark Priest 1.3.3Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. 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. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) 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. 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
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! 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. 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 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: magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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): |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Reaver |
Level / Exp | 67 / 24% |
Size | tiny |
Lifes / Deaths | Killed by Islerikira the ultimate gwelgoroth at level 25 on the 10th Flare 122nd year of Ascendancy at 16:01 6 / 1 |
Primary Stats
Strength | 126 (base 77) |
Dexterity | 93 (base 77) |
Constitution | 66.765621698327 (base 77) |
Magic | 105 (base 77) |
Willpower | 86 (base 75) |
Cunning | 87 (base 77) |
Resources
Life | 4858/4858 |
Mana | 1393/1393 |
Vim | 859/859 |
Healing Factor | 1.43 |
Regeneration | 600.55676598445 |
Speed
Mental | +180.25903466276% |
Attack | +69.15% |
Movement | +196% |
Spell | +271.36806932553% |
Global | +159.1% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 81.101905363795 |
See Invisible | 81.101905363795 |
Offense: Mainhand
Damage | 570 |
Accuracy | 140 |
Crit Chance | 165% |
APR | 15 |
Speed | 0.36 |
Offense: Offhand
Damage | 435 |
Accuracy | 140 |
Crit Chance | 165% |
APR | 20 |
Speed | 0.36 |
Offense: Spell
Spellpower | 122.92720101422 |
Crit Chance | 100% |
Speed | 0.26927463145019 |
Offense: Mind
Mindpower | 98.8 |
Crit Chance | 100% |
Speed | 0.5911912503695 |
Offense: Damage Bonus
All | +197% |
Defense: Base
Armour (hardiness) | 38.7 (50%) |
Defense | 100.00086787213 |
Ranged Defense | 101.00086787213 |
Fatigue | 0 |
Physical Save | 86.200437154938 |
Spell Save | 85.276843636055 |
Mental Save | 90.416843636055 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Bleed Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 29% |
Stun Resistance | 32% |
Poison Resistance | 20% |
Knockback Resistance | 33% |
Inscriptions (5/5)
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 608 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 625 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (27% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Bone | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Reaving combat | 3.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Rot | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Vim | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Plague | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Sanguisuge | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 7.30 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Torment | 1.30 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Race / Dark-faerie | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Restoration | 6.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Curses | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Conveyance | 0.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Hexes | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
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 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Shield |
talent | Through The Crowd |
talent | Probability Travel |
talent | Infestation |
talent | Overkill |
talent | Bone Shield |
talent | Roll With It |
talent | Blood Vengeance |
talent | Premonition |
talent | Absorb Life |
talent | Ruin |
detrimental effect | The target is on fire, taking 35.35 fire damage per turn. Burning |
beneficial effect | Increases physical save, spell save, and mental save by 50. Through The Crowd |
detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
beneficial effect | The target is absorbing magic and its life regeneration is boosted by 394. Purify |
beneficial effect | Reduces cold damage received by 26%. Premonition Shield |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is in a magical frenzy, improving spellpower by 100. Bloodlust |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +202% Combat Speed: +101% All Damage: +197% |
detrimental effect | This character's flames are feeding the source, healing them for 12 per turn and giving them 7 vim. Devouring flames |
beneficial effect | The target is surrounded by a magical shield, absorbing 511/625 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
Equipment
On feet | Brandwinter the pair of hardened leather boots (5 def, 3 armour) Brandwinter the pair of hardened leather boots (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 fire Changes stats: +3 Mag / +3 Wil Changes resistances: +26% fire / +3% darkness / +8% cold It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Quiver | Offalscar the pouch of iron shots (20/20, 15-18 power, 1 apr) Offalscar the pouch of iron shots (20/20, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * Slows global speed by 40% * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +200% Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +12 nature Shots are used with slings to pummel your foes to death. |
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 (+4 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Tool | iron pickaxe 'Cuthyrak' (dig speed 18 turns) iron pickaxe 'Cuthyrak' (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Physical power: +10 (+1 eff.) Fatigue: -5% Changes stats: +4 Str / +2 Mag Changes resistances penetration: +12% physical Life regen: +0.60 Only die when reaching: -40.00 life Maximum mana: +25.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Prismhunt PrismhuntPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom * 15% chance to blind Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 8 light / 4 arcane Changes stats: +2 Cun / +4 Mag Changes resistances: +5% arcane / +26% cold Changes resistances penetration: +15% arcane Changes damage: +13% cold / +3% light / +6% arcane Spell save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
On fingers | Silogawen the gold ring Silogawen the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 22% chance to blind Effects on ranged hit: * 18% chance to blind Changes resistances: +3% temporal / +6% mind / +5% arcane Mental save: +6 (+1 eff.) Cut immunity: +10% Disarm immunity: +29% Pinning immunity: +28% Stun/Freeze immunity: +32% Knockback immunity: +33% Life regen: +2.00 Maximum life: +31.00 Rings can have magical properties. |
Around neck | warrior's steel amulet of healing warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Cut immunity: +50% Stamina each turn: +0.40 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 475 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Around waist | Zosin ZosinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% fire / +6% cold Changes resistances penetration: +5% arcane Changes damage: +3% arcane Critical mult.: +10.00% Mental save: +7 (+1 eff.) Mana each turn: +0.17 Vim when firing critical spell: +1.00 Maximum mana: +22.00 Spellpower: +8 (+1 eff.) A belt that goes around your waist. |
In off hand | elemental voratun dagger of ruin (39-50.7 power, 9 apr) elemental voratun dagger of ruin (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 50% Mag, 45% Str 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 hit: * Random elemental explosion When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Changes resistances penetration: +13% acid / +13% fire / +14% lightning / +14% cold Critical mult.: +14.00% Sharp, short and deadly. |
Cloak | cashmere cloak 'Galeth' (2 def, 0 armour) cashmere cloak 'Galeth' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 8 acid / 16 blight Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes damage: +3% acid / +9% blight Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cashmere robe 'Splendourstreak' (2 def, 0 armour) cashmere robe 'Splendourstreak' (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.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 light Changes resistances: +9% acid / +16% physical / +15% darkness / +6% light / +19% mind / +12% temporal Changes damage: +6% acid / +16% physical / +9% light / +12% temporal Physical save: +16 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +31 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper ring 'Darknigh' copper ring 'Darknigh'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Str / +6 Dex / +5 Cun Changes resistances: +22% nature Changes resistances penetration: +5% darkness Changes damage: +11% nature Stamina each turn: +0.20 Rings can have magical properties. |
copper ring 'Stormjam' copper ring 'Stormjam'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +22% lightning / +6% temporal / +3% nature Changes damage: +11% lightning Disarm immunity: +20% Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Rings can have magical properties. |
balanced iron longsword of erosion (10.5-14.7 power, 2 apr) balanced iron longsword of erosion (10.5-14.7 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr) dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature / +9 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword of crippling (43-60.2 power, 6 apr)voratun longsword of crippling (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Sharp, long, and deadly. |
Glawyn (11.5-16.1 power, 2 apr) Glawyn (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 8% chance to daze Damage (Melee): +7 temporal / +7 nature When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning / +5% acid Changes damage: +9% acid / +3% blight Blunt and deadly. |
hateful iron mace of paradox (12.5-17.5 power, 2 apr) hateful iron mace of paradox (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 darkness / +5 temporal Damage against: +5% Living When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +6% temporal Blunt and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Ce'Nebrewyn the iron waraxe (13-18.2 power, 2 apr) Ce'Nebrewyn the iron waraxe (13-18.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +7 acid / +4 blight When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes stats: +4 Cun Changes resistances penetration: +5% mind / +6% physical Changes damage: +6% physical Critical mult.: +10.00% One-handed war axes. |
iron waraxe (10.5-14.7 power, 2 apr) iron waraxe (10.5-14.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (11-15.4 power, 2 apr) iron waraxe (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
acidic steel waraxe (14.5-20.3 power, 3 apr) acidic steel waraxe (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elm arrows of amnesia (18/18, 15-21 power, 5 apr)hateful quiver of elm arrows of amnesia (18/18, 15-21 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +10 darkness Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. impervious iron shield of crushing (4 def, 8 armour, 68.5 block)impervious iron shield of crushing (4 def, 8 armour, 68.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Glowgasher' (10 def, 13 armour)cured leather armour 'Glowgasher' (10 def, 13 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +13 Defense: +10 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to blind Damage (Melee): 13 acid / 19 fire Damage (Ranged): 7 fire Damage when hit (Melee): 11 acid / 11 fire Changes stats: +2 Str / +5 Dex Changes resistances: +18% acid / +27% physical / +13% light / +33% fire / +6% temporal / +14% darkness Changes resistances penetration: +10% light Reduces incoming crit damage: 10.00% Physical save: +15 (+3 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour (5 def, 8 armour)troll-hide drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +13.10 Healing mod.: +18% A suit of armour made of leather. |
enlightening iron mail armour (2 def, 4 armour) enlightening iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Cun / +3 Wil Mental save: +11 (+2 eff.) A suit of armour made of mail. |
Pitchparry the iron plate armour (3 def, 7 armour) Pitchparry the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes stats: +2 Str / +4 Wil / +5 Cun / +2 Con Changes resistances: +17% acid / +6% darkness Mental save: +12 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
rough leather belt 'Mirelord' rough leather belt 'Mirelord'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +4 Mag / +4 Wil / +4 Con Changes resistances: +9% nature Changes resistances penetration: +10% nature / +5% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Maximum psi: +10.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Size category: +1 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Serpentwrither' (4 def, 1 armour) pair of rough leather boots 'Serpentwrither' (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +2 Cun / +2 Con Changes resistances: +6% nature Changes resistances penetration: +15% nature Physical save: +12 (+2 eff.) Mental save: +13 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. brawler's iron gauntlets of the juggernaut (0 def, 1 armour)brawler's iron gauntlets of the juggernaut (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Talent cooldown: Double Strike (-1 turn) Physical save: +21 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +26% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 11 power out of 30/30) : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 211.77 to 635.31 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
This item will automatically be transmogrified when you leave the level. spinelspinel 0.00 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.) Latent Damage Type: Nature 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. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 110 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. |
Achievements
By Phantom Reaver the Dark Faerie Reaver level 51
1st Dusk 122nd year of Ascendancy at 09:34 see stats
By Phantom Reaver the Dark Faerie Reaver level 42
1st Dusk 122nd year of Ascendancy at 08:34 see stats
By Phantom Reaver the Dark Faerie Reaver level 56
3rd Dusk 122nd year of Ascendancy at 08:28 see stats
By Phantom Reaver the Dark Faerie Reaver level 10
76th Pyre 122nd year of Ascendancy at 04:31 see stats
By Phantom Reaver the Dark Faerie Reaver level 20
10th Mirth 122nd year of Ascendancy at 16:11 see stats
By Phantom Reaver the Dark Faerie Reaver level 30
10th Flare 122nd year of Ascendancy at 20:46 see stats
By Phantom Reaver the Dark Faerie Reaver level 40
1st Dusk 122nd year of Ascendancy at 06:10 see stats
By Phantom Reaver the Dark Faerie Reaver level 50
1st Dusk 122nd year of Ascendancy at 09:32 see stats
By Phantom Reaver the Dark Faerie Reaver level 37
1st Dusk 122nd year of Ascendancy at 05:59 see stats
By Phantom Reaver the Dark Faerie Reaver level 24
10th Flare 122nd year of Ascendancy at 14:32 see stats
By Phantom Reaver the Dark Faerie Reaver level 20
2nd Summertide 122nd year of Ascendancy at 21:52 see stats
By Phantom Reaver the Dark Faerie Reaver level 34
1st Dusk 122nd year of Ascendancy at 03:01 see stats
By Phantom Reaver the Dark Faerie Reaver level 15
4th Mirth 122nd year of Ascendancy at 05:49 see stats
By Phantom Reaver the Dark Faerie Reaver level 30
10th Flare 122nd year of Ascendancy at 20:46 see stats
By Phantom Reaver the Dark Faerie Reaver level 15
77th Pyre 122nd year of Ascendancy at 01:12 see stats
Log
Phantom Reaver's Clone deactivates Willful Tormenter.
The shield around Phantom Reaver's Clone crumbles.
Phantom Reaver's Clone deactivates Premonition.
Phantom Reaver's Clone deactivates Arcane Shield.
Phantom Reaver's Clone deactivates Roll With It.
Phantom Reaver's Clone deactivates Absorb Life.
Phantom Reaver's Clone deactivates Probability Travel.
The fabric of space around Phantom Reaver's Clone stabilizes to normal.
Phantom Reaver's Clone deactivates Infestation.
Phantom Reaver's Clone deactivates Bone Shield.
Phantom Reaver's Clone deactivates Ruin.
Phantom Reaver's Clone deactivates Overkill.
Phantom Reaver's Clone deactivates Through The Crowd.
Phantom Reaver's Clone deactivates Blood Vengeance.
Shadow stops burning.
Shadow's is no longer blazing.
Shadow's is no longer blazing.
Shadow stops burning.
Shadow's is no longer blazing.
Shadow stops burning.
Shadow seems more focused.
Shadow recovers sight.
Shadow stops burning.
Shadow's is no longer blazing.
Shadow's is no longer blazing.
Shadow stops burning.
Shadow's is no longer blazing.
Shadow stops burning.
Shadow's is no longer blazing.
Shadow stops burning.