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 | DarkTemplar |
Class | None |
Level / Exp | 72 / 51% |
Size | big |
Lifes / Deaths | Killed by Aroriwyn the black bear at level 19 on the 25th Dusk 122nd year of Ascendancy at 15:39 6 / 1 |
Primary Stats
Strength | 149 (base 69) |
Dexterity | 129 (base 69) |
Constitution | 136 (base 69) |
Magic | 109 (base 71) |
Willpower | 130 (base 71) |
Cunning | 132 (base 71) |
Resources
Equilibrium | 18 |
Mana | 1642/1642 |
Psi | 1500/1500 |
Vim | 1211/1211 |
Life | 6146/6146 |
Positive | 943/943 |
Stamina | 1203/1203 |
Psi_feedback | 0/150 |
Healing Factor | 1.2 |
Regeneration | 101.18852359794 |
Speed
Mental | +90.45973466963% |
Attack | +70.9% |
Movement | +360.87278726798% |
Spell | +134.95630683363% |
Global | +234.48655462185% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 39.388904632232 |
See Invisible | 88.06331050607 |
Offense: Mainhand
Damage | 246 |
Accuracy | 140 |
Crit Chance | 272% |
APR | 201 |
Speed | 0.53 |
Offense: Offhand
Damage | 407 |
Accuracy | 140 |
Crit Chance | 273% |
APR | 240 |
Speed | 0.53 |
Offense: Spell
Spellpower | 135.70834400254 |
Crit Chance | 100% |
Speed | 0.42561104806099 |
Offense: Mind
Mindpower | 130.67408337485 |
Crit Chance | 100% |
Speed | 0.58513750731422 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 236.17236545858 (100%) |
Defense | 102.22618659439 |
Ranged Defense | 105.64285326106 |
Fatigue | 0 |
Physical Save | 80.416666666667 |
Spell Save | 80.416666666667 |
Mental Save | 80.416666666667 |
Defense: Resistances
All | + 50%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Confusion Resistance | 29% |
Fear Resistance | 0% |
Stun Resistance | 97% |
Poison Resistance | 100% |
Knockback Resistance | 12% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (43% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 2.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 2.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 2.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Martial enchantments | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 2.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 7.20 |
| 6/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
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 |
| 1/1 |
| 1/1 |
Effects
talent | Keen Senses |
talent | Crystalline Focus |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Charged Aura |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Tale of Destruction |
talent | Arcane Shield |
talent | Inner Power |
talent | Weapon of Light |
talent | Willful Tormenter |
talent | Shock Hands |
talent | Premonition |
talent | Shielding |
talent | Kinetic Aura |
talent | Arcane Feed |
talent | Deadly Strikes |
talent | Shadow Feed |
talent | Charged Shield |
talent | Daunting Presence |
talent | Rain of Fire |
talent | Hymn of Shadows |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Beyond the Flesh |
talent | Abyssal Shield |
talent | Skate |
talent | Second Life |
talent | Gloom |
talent | Shattered Mind |
talent | Fiery Hands |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.5)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +14 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +30 Darkness Resistance, +15% Max Darkness Resistance, +17 See Invisible Power 2+: -1 Luck, +14 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 32% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 32% for 3 turns. |
beneficial effect | The thrill of combat improves the target's maximum life by 17%, life regeneration by 37.36, and stamina regeneration by 7.47. Bloodbath |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+51% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.5): 1%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 17 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 1%) of triggering a radius 8 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+32% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +9 Defense, +4 Ranged Defense Power 2+: -1 Luck, +8 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+38% chance to avoid traps). Power 4+: Unfortunate End: There is a 31% chance that the damage you deal will increase by 32% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
Escort the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest) | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Flashimmortal (Madness) (24-38.4 power, 2 apr) Flashimmortal (Madness) (24-38.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 177% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 lightning / +19 cold / +16 light Damage against: +21% Undead When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +20.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 20 lightning Changes stats: +1 Str / +5 Dex Changes resistances: +3% lightning Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +6 Curse of Madness Massive two-handed swords. |
Quiver | Fogjam the quiver of elm arrows (Shrouds) (13/13, 14-19.6 power, 5 apr) Fogjam the quiver of elm arrows (Shrouds) (13/13, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 91% Wil, 86% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +15 insidious poison / +4 darkness / +8 mind Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +16 darkness Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
On hands | Gloves of the Firm Hand (Nightmares) (0 def, 8 armour) Gloves of the Firm Hand (Nightmares) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 79% Wil, 50% Mag, 89% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | Spectral Cage (Shrouds) Spectral Cage (Shrouds)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+1 eff.) Light radius: +5 Curse of Shrouds It can be used to release a will o' the wisp, costing 14 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
On head | Splendoursever (Madness) (3 def, 0 armour) Splendoursever (Madness) (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +13 Cun / +14 Wil Changes resistances: +37% lightning / +14% temporal / +18% darkness / +9% light / +5% arcane / +19% physical Changes resistances penetration: +5% light Changes damage: +15% lightning / +18% physical / +15% darkness / +9% arcane / +3% light Mental save: +27 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Maximum hate: +14.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Damage Shield Power: +15% Curse of Madness It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 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 476 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% 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... |
On feet | Emytta (Misfortune) (19 def, 5 armour) Emytta (Misfortune) (19 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Armour: +5 Defense: +19 (+4 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: -6% Changes stats: +5 Cun / +4 Dex Changes resistances: +15% lightning / +15% temporal / +4% physical Changes resistances penetration: +15% physical Changes damage: +6% blight Reduces incoming crit damage: 15.00% Physical save: +12 (+0 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Maximum stamina: +10.00 Light radius: +1 Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | elm wand of conjuration (Nightmares) [power 85] (7 cooldown) elm wand of conjuration (Nightmares) [power 85] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 Curse of Nightmares It can be used to fire a bolt of a random element (dam 42-85), putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | marksman's copper ring (Shrouds) marksman's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +2 Dex Curse of Shrouds Rings can have magical properties. |
On fingers | gold ring of life (Misfortune) gold ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +1.30 Maximum life: +66.00 Healing mod.: +20% Curse of Misfortune Rings can have magical properties. |
Around neck | restful steel amulet of manastreaming (Madness) restful steel amulet of manastreaming (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +1.90 Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 Curse of Madness Amulets can have magical properties. |
In main hand | thorny mindstar of flames (Nightmares) (7.5-8.25 power, 58 apr, nature damage) thorny mindstar of flames (Nightmares) (7.5-8.25 power, 58 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 118% Wil, 50% Mag, 44% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +58 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +10% fire Changes resistances penetration: +12% fire Changes damage: +12% fire Mindpower: +13 (+2 eff.) Mental crit. chance: +3% Global speed: +4% Curse of Nightmares 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. |
Around waist | monstrous rough leather belt of the vagrant (Shrouds) monstrous rough leather belt of the vagrant (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +6 Con Physical save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
In off hand | living mindstar 'Drehek' (Madness) (16.5-18.15 power, 97 apr, mind damage) living mindstar 'Drehek' (Madness) (16.5-18.15 power, 97 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This mindstar will resonate with other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 140% Wil, 50% Mag, 66% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +97 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to disease Changes resistances: +5% arcane / +6% light / +8% mind / +3% nature Changes resistances penetration: +10% mind Changes damage: +9% acid / +6% mind / +6% blight Physical save: +8 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +8 (+2 eff.) Poison immunity: +5% Life regen: +2.00 Equilibrium when hit: +3.40 Psi when hit: +2.40 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +4.00 Only die when reaching: -20.00 life Maximum life: +50.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +15% Damage Resonance (when hit): +13% Curse of Madness 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. |
Cloak | thick linen cloak (Madness) (1 def, 6 armour) thick linen cloak (Madness) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | fearforged dwarven-steel plate armour of temporal resistance (Shrouds) (5 def, 11 armour) fearforged dwarven-steel plate armour of temporal resistance (Shrouds) (5 def, 11 armour)Requires: - Strength 11 - Talent Armour Training (level 3) Powered by arcane forces Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +21% Changes stats: +8 Con Changes resistances: +19% temporal / +11% fire / -15% light / +10% darkness Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Curse of Shrouds A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 433 over 5 turns)regeneration infusion (heal 433 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 26%; cure physical)wild infusion (resist 26%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 35; dur 6)phase door rune (range 14; power 35; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (43% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
warrior's steel amulet of dexterity (+4) (Madness) warrior's steel amulet of dexterity (+4) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +8% physical Stamina each turn: +0.50 Curse of Madness Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's steel ring of pilfering (Shrouds)rogue's steel ring of pilfering (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +9 Defense: +20 (+4 eff.) Changes stats: +5 Cun Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. magelord's ash magestaff of protection (Nightmares) (15-18 power, 3 apr, cold element)magelord's ash magestaff of protection (Nightmares) (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 26 arcane Changes resistances: +8% cold Changes damage: +15% cold Talent granted: +1 Command Staff Maximum mana: +26.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Cinderwreck (Corpses) (20-24 power, 4 apr, cold element)Cinderwreck (Corpses) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Armour: +15 Armour Hardiness: +8% Defense: +26 (+6 eff.) Effects on melee hit: * 14% chance to disease Damage (Melee): 9 % chance of confusion Changes stats: +6 Mag / +4 Wil / +6 Cun / +5 Con Changes resistances: +2% arcane / +10% cold Maximum wards: +2 arcane / +2 cold Changes damage: +3% arcane / +20% cold Talents granted: +4 Ward +1 Command Staff Critical mult.: +22.00% Physical save: +19 (+0 eff.) Spell save: +39 (+0 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.25 Vim when firing critical spell: +10.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +65.00 Maximum neg.energy: +37.00 Spellpower: +29 (+4 eff.) Spell crit. chance: +9% Damage Shield penetration: +41% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 20 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's steel greatsword of vileness (Nightmares) (22.5-36 power, 2 apr)warbringer's steel greatsword of vileness (Nightmares) (22.5-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 177% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19% chance to disease Damage (Melee): +21 blight When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +22% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of evisceration (Madness) (38.5-61.6 power, 2 apr)quick dwarven-steel greatsword of evisceration (Madness) (38.5-61.6 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 177% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +16 (+2 eff.) Physical crit. chance: +13.0% Physical power: +14 (+2 eff.) Changes stats: +6 Dex Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatsword (Shrouds) (64.5-103.2 power, 4 apr)blazebringer's voratun greatsword (Shrouds) (64.5-103.2 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 177% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +7% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of evisceration (Madness) (61.5-98.4 power, 4 apr)voratun greatsword of evisceration (Madness) (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 177% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +16 (+2 eff.) Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of ruin (Shrouds) (43-60.2 power, 6 apr)blazebringer's voratun longsword of ruin (Shrouds) (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 152% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +15 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes resistances penetration: +14% fire Critical mult.: +17.00% Global speed: +3% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel sceptre 'Zugar' (Madness) (14.5-20.3 power, 3 apr)steel sceptre 'Zugar' (Madness) (14.5-20.3 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Acid Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Synaptic Static (20% chance level 6). When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Echoes From The Past (10% chance level 3). Damage conversion: 31% dreamforge / 14% temporal slow / 16% arcane silence Damage against: +10% Humanoid / +15% Aquatic / +10% Animal When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Dex / +1 Wil / +4 Con Changes resistances: +6% darkness / +12% acid Changes resistances penetration: +14% temporal / +28% mind / +14% arcane Changes damage: +12% blight / +3% arcane Knockback immunity: +25% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+2 eff.) Infravision radius: +3 See stealth: +11 Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Madness It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 20 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick iron dagger of daylight (Shrouds) (9.5-12.35 power, 5 apr)quick iron dagger of daylight (Shrouds) (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 30% Wil, 100% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 111% Damage (Melee): +6 light Damage against: +8% Undead When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Dex Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. coruscating voratun shield of crushing (Shrouds) (12 def, 3 armour, 203.5 block)coruscating voratun shield of crushing (Shrouds) (12 def, 3 armour, 203.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 36 fire Changes stats: +4 Str Changes resistances: +14% fire Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe of lightning (+22%) (Madness) (2 def, 0 armour)verdant cashmere robe of lightning (+22%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Con Changes resistances: +22% lightning Changes damage: +13% nature / +15% lightning Poison immunity: +34% Disease immunity: +34% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. multi-hued rough leather armour (Madness) (1 def, 2 armour)multi-hued rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 6 acid / 7 fire / 7 cold / 7 lightning Changes resistances: +7% acid / +6% fire / +7% lightning / +6% cold Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing iron plate armour of command (Corpses) (10 def, 11 armour)searing iron plate armour of command (Corpses) (10 def, 11 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Fatigue: +20% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 9 fire Changes stats: +2 Cun Changes resistances: +13% acid / +14% fire Mental save: +12 (+2 eff.) Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of regeneration (Nightmares) (0 def, 2 armour)hardened leather gloves of regeneration (Nightmares) (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +3.30 Stamina each turn: +0.80 Psi each turn: +0.24 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 79% Wil, 89% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. bright brass lantern of the sun (Nightmares)bright brass lantern of the sun (Nightmares) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +7 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 105.45 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
bloodhexed iron pickaxe (Shrouds) (dig speed 27 turns) bloodhexed iron pickaxe (Shrouds) (dig speed 27 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 Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Neruvea (Corpses) (dig speed 4 turns)Neruvea (Corpses) (dig speed 4 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +13 (+2 eff.) Fatigue: -7% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes stats: +18 Str / +8 Dex / +4 Mag / +6 Wil Changes resistances: +18% blight / +12% acid Changes resistances penetration: +15% blight / +19% physical Maximum life: +30.00 Maximum mana: +44.00 Maximum stamina: +24.00 Spell crit. chance: +7% Mental crit. chance: +11% Movement speed: +20% When carried: Talent granted: +1 Dig Curse of Corpses It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. 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 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. |
Achievements
By Kemplar the DarkTemplar None level 61
29th Dusk 122nd year of Ascendancy at 07:59 see stats
By Kemplar the DarkTemplar None level 52
28th Dusk 122nd year of Ascendancy at 22:41 see stats
By Kemplar the DarkTemplar None level 10
76th Pyre 122nd year of Ascendancy at 07:42 see stats
By Kemplar the DarkTemplar None level 20
27th Dusk 122nd year of Ascendancy at 23:28 see stats
By Kemplar the DarkTemplar None level 30
28th Dusk 122nd year of Ascendancy at 06:30 see stats
By Kemplar the DarkTemplar None level 40
28th Dusk 122nd year of Ascendancy at 13:18 see stats
By Kemplar the DarkTemplar None level 50
28th Dusk 122nd year of Ascendancy at 22:11 see stats
By Kemplar the DarkTemplar None level 57
29th Dusk 122nd year of Ascendancy at 02:28 see stats
By Kemplar the DarkTemplar None level 61
29th Dusk 122nd year of Ascendancy at 06:46 see stats
By Kemplar the DarkTemplar None level 41
28th Dusk 122nd year of Ascendancy at 14:30 see stats
By Kemplar the DarkTemplar None level 20
27th Dusk 122nd year of Ascendancy at 23:31 see stats
By Kemplar the DarkTemplar None level 11
76th Pyre 122nd year of Ascendancy at 07:44 see stats
By Kemplar the DarkTemplar None level 48
28th Dusk 122nd year of Ascendancy at 21:53 see stats
By Kemplar the DarkTemplar None level 17
79th Pyre 122nd year of Ascendancy at 16:57 see stats
By Kemplar the DarkTemplar None level 40
28th Dusk 122nd year of Ascendancy at 13:18 see stats
By Kemplar the DarkTemplar None level 20
27th Dusk 122nd year of Ascendancy at 23:28 see stats
Log
Kemplar deactivates Shielding.
Kemplar deactivates Daunting Presence.
Kemplar no longer revels in blood quite so much.
Kemplar deactivates Keen Senses.
Kemplar deactivates Second Life.
Kemplar deactivates Shock Hands.
Kemplar deactivates Kinetic Shield.
Kemplar deactivates Willful Tormenter.
Kemplar deactivates Crystalline Focus.
Kemplar deactivates Beyond the Flesh.
Kemplar deactivates Shadow Combat.
Kemplar is no longer surging arcane power.
Kemplar deactivates Shadow Feed.
Kemplar deactivates Arcane Feed.
Kemplar deactivates Inner Power.
Kemplar deactivates Tale of Destruction.
Kemplar deactivates Premonition.
Kemplar deactivates Abyssal Shield.
Kemplar deactivates Shattered Mind.
Kemplar deactivates Fiery Hands.
Kemplar deactivates Hymn of Shadows.
Kemplar deactivates Weapon of Light.
Kemplar deactivates Lacerating Strikes.
Kemplar deactivates Weapon of Wrath.
Kemplar deactivates Psiblades.
Kemplar deactivates Skate.
Kemplar deactivates Kinetic Aura.
Kemplar deactivates Arcane Shield.
Kemplar deactivates Gloom.
Kemplar deactivates Charged Aura.