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! 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. 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 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:
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. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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. 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): magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Archer |
Level / Exp | 99 / 36% |
Size | tiny |
Lifes / Deaths | Killed by The Phantom at level 99 on the 1st Flare 122nd year of Ascendancy at 11:04 5 / 2Killed by The Phantom at level 99 on the 1st Flare 122nd year of Ascendancy at 13:23 |
Primary Stats
Strength | 156 (base 100) |
Dexterity | 113 (base 100) |
Constitution | 116 (base 109) |
Magic | 121 (base 100) |
Willpower | 117 (base 100) |
Cunning | 112 (base 100) |
Resources
Life | -386662/-386662 |
Mana | 1023/1023 |
Stamina | 726/726 |
Healing Factor | 2.5 |
Regeneration | 151.31186306577 |
Speed
Mental | +222.45538186336% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | +464.91076372672% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 32 |
See Stealth | 281.07757467849 |
See Invisible | 290.07757467849 |
Offense: Mainhand
Damage | 795 |
Accuracy | 310 |
Crit Chance | 192% |
APR | 32 |
Speed | 0.25 |
Offense: Spell
Spellpower | 67.75 |
Crit Chance | 42% |
Speed | 0.17701910889483 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 61.675 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
All | +327% |
Defense: Base
Armour (hardiness) | 518.17 (100%) |
Defense | 57.038888888889 |
Ranged Defense | 57.038888888889 |
Fatigue | 0 |
Physical Save | 141.21601252676 |
Spell Save | 224.69400835117 |
Mental Save | 137.9540143163 |
Defense: Resistances
All | + 33%( 74%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 38% |
Silence Resistance | 38% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (18% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (18% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 172 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 22.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Archery training | 10.10 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 10.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat veteran | 10.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Archery excellence | 10.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cunning / Trapping | 10.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Archery - slings | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 10.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat techniques | 10.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cunning / Poisons | 10.40 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 10.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Celestial / Chants | 10.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat training | 25.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Race / Dark-faerie | 5.00 |
| 9/5 |
| 5/5 |
| 9/5 |
| 9/5 |
Technique / Mobility | 3.80 |
| 7/5 |
| 7/5 |
| 9/5 |
| 7/5 |
Spell / Conveyance | 72.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
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 |
Effects
talent | Crippling Poison |
talent | Through The Crowd |
talent | Precise Strikes |
talent | Probability Travel |
talent | Roll With It |
talent | Intuitive Shots |
talent | Trained Reactions |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +465% Combat Speed: +232% All Damage: +327% |
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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 |
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. | active |
Equipment
On feet | Elotira the pair of dwarven-steel boots (0 def, 12 armour) Elotira the pair of dwarven-steel boots (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +27 Physical crit. chance: +19.0% Physical power: +15 (+1 eff.) Armour: +12 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +8 Mag Changes resistances: +3% physical / +22% darkness / +11% cold / +19% temporal / +11% fire Changes resistances penetration: +10% acid / +13% temporal / +16% darkness / +15% physical Changes damage: +3% acid / +3% physical / +9% mind Spell save: +4 (+0 eff.) Mental save: +3 (+0 eff.) Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +38% Stamina each turn: +0.90 Maximum stamina: +28.00 Lowers spell cool-downs by: 10% Mental crit. chance: +5% Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +22 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 2 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
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 (+8 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 | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 3 power out of 35/35) : Effective talent level: 2.0 Power cost: 3 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | yew wand of clairvoyance 'Duvygen' [power 21] (2 cooldown) yew wand of clairvoyance 'Duvygen' [power 21] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +3 Con Changes resistances penetration: +15% arcane / +5% physical Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Strike +3 Void Blast Physical save: +10 (+1 eff.) Stamina each turn: +0.20 Only die when reaching: -20.00 life Maximum life: +20.00 Healing mod.: +5% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 21), putting all charms on cooldown for 2 turns. When used: 200% chance to regenerate 27 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +6 Str / +5 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | copper ring 'Vorelralaith' copper ring 'Vorelralaith'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +5 Str / +5 Con Changes resistances: +22% nature / +6% darkness Changes damage: +11% nature Mental save: +6 (+1 eff.) Disease immunity: +15% Rings can have magical properties. |
Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
In main hand | mighty elven-wood longbow of nature mighty elven-wood longbow of natureRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +27 nature When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +5 Str Changes resistances: +9% all Changes resistances penetration: +13% nature Longbows are used to shoot arrows at your foes. |
On hands | heroic rough leather gloves of strength (+3) (0 def, 5 armour) heroic rough leather gloves of strength (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +5 Changes stats: +3 Str Mental save: +6 (+1 eff.) Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | radiant voratun mail armour of implacability (5 def, 18 armour) radiant voratun mail armour of implacability (5 def, 18 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 light Changes stats: +5 Wil Changes resistances: +25% blight / +21% darkness Physical save: +12 (+2 eff.) Light radius: +1 A suit of armour made of mail. |
Cloak | restorative linen cloak (1 def, 0 armour) restorative linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% nature / +11% blight Life regen: +1.00 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | protective steel amulet of vision protective steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes resistances cap: +4% all Physical save: +14 (+2 eff.) Blindness immunity: +22% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 28%; cure magical)wild infusion (resist 28%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 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 28% for 8 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. |
Huruchik the Lightningrace Huruchik the LightningracePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+0 eff.) Defense: +10 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% cold Changes resistances penetration: +15% lightning Reduces incoming crit damage: 15.00% Blindness immunity: +23% Infravision radius: +4 See stealth: +6 See invisible: +7 Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 4 cooldown : Effective talent level: 40.4 Power cost: 4 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 213% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gladiator's steel ring of frost (+28%)gladiator's steel ring of frost (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elm magestaff of breaching (10-12 power, 2 apr, fire element)elm magestaff of breaching (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% fire Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword of massacre (34-54.4 power, 2 apr)acidic steel greatsword of massacre (34-54.4 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: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial stralite longsword of amnesia (31.5-44.1 power, 5 apr)glacial stralite longsword of amnesia (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +25 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic iron dagger (10-13 power, 5 apr)caustic iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour When wielded/worn: Changes resistances penetration: +6% acid Life regen: +0.64 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Eremiruidan (31.5-40.95 power, 9 apr)Eremiruidan (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 45% Dex, 45% Str Damage type: Acid Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 57% chance to cause random gloom * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +4 acid When wielded/worn: Accuracy: +54 (+3 eff.) Physical crit. chance: +19.0% Physical power: +11 (+1 eff.) Defense: +19 (+5 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +5 Str / +9 Dex / +5 Con Changes resistances: +3% acid / +8% all Changes resistances penetration: +22% acid / +11% physical / +12% lightning / +12% fire / +9% nature / +12% cold Changes damage: +11% physical Grants telepathy: Humanoid/Orc Mental save: +16 (+2 eff.) Disarm immunity: +94% Stamina when hit: +2.00 Psi when hit: +0.08 Maximum hate: +4.00 Sharp, short and deadly. |
Gunuyablek the Obsidianusher Gunuyablek the ObsidianusherRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 20% chance to inflict damage reduction * 40% chance to blind Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +2 darkness When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +17% physical / +7% temporal Changes damage: +9% physical / +9% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Gekalthogozor the Carrionsin Gekalthogozor the CarrionsinRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +4 nature / +2 acid When wielded/worn: Accuracy: +7 (+0 eff.) Physical crit. chance: +6.0% Changes stats: +2 Dex Changes resistances penetration: +7% physical / +20% nature / +7% temporal Changes damage: +10% physical / +6% nature / +12% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Blindtitan the elven-wood longbowBlindtitan the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 17% chance to corrode armour * 17% chance to daze * 55% chance to inflict damage reduction Travel speed: +200% Damage (Ranged): +27 fire / +28 nature Burst (radius 2) on crit: +2 darkness When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +10 Str / +10 Dex / +11 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +9% all Changes resistances penetration: +13% acid / +37% physical / +13% nature / +15% blight / +11% fire / +10% arcane / +13% lightning Changes damage: +60% physical / +22% arcane / +6% darkness Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Life regen: +2.10 Mana when firing critical spell: +4.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +5% Global speed: +5% Longbows are used to shoot arrows at your foes. |
Mayyminne the Puswaker Mayyminne the PuswakerRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * Slows global speed by 40% Damage (Ranged): +15 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +6% nature / +6% all Changes resistances penetration: +13% nature Spellpower: +4 (+1 eff.) Damage Shield penetration: +10% Slings are used to hurl stones or metal shots at your foes. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
arcing quiver of elm arrows of wind (18/18, 13-18.2 power, 5 apr) arcing quiver of elm arrows of wind (18/18, 13-18.2 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 On weapon hit: * 25% chance for lightning to arc to a second target * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +5 lightning Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (17/17, 13.5-18.9 power, 5 apr) quiver of elm arrows (17/17, 13.5-18.9 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (20/20, 14.5-17.4 power, 1 apr) pouch of iron shots (20/20, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. crackling iron shield of patience (4 def, 2 armour, 23.5 block)crackling iron shield of patience (4 def, 2 armour, 23.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to daze Damage when hit (Melee): 12 temporal Changes stats: +2 Dex Changes resistances: +12% lightning / +12% temporal Talent granted: +1 Block It can be used to activate talent Time Shield, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (344) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. corrosive steel shield of patience (6 def, 2 armour, 42.5 block)corrosive steel shield of patience (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to corrode armour Damage when hit (Melee): 14 temporal Changes stats: +3 Con Changes resistances: +14% acid / +14% temporal Talent granted: +2 Block It can be used to activate talent Time Shield, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (453) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Cracklebright (8 def, 18 armour, 242 block)Cracklebright (8 def, 18 armour, 242 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze * Slows global speed by 30% Damage (Melee): 16 fire Effects when hit in melee: * 32% chance to daze * 27% chance to blind Damage when hit (Melee): 32 fire / 16 temporal Changes stats: +8 Dex / +4 Mag / +17 Con Changes resistances: +55% lightning / +16% temporal / +16% light / +23% fire / +18% nature Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes damage: +9% nature / +6% arcane Talents granted: +1 Ward +3 Block Physical save: +22 (+3 eff.) It can be used to activate talent Time Shield, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (497) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of intensity (5 def, 0 armour)slimy woollen robe of intensity (5 def, 0 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Defense: +5 (+2 eff.) Effects when hit in melee: * Slows global speed by 6% * 6 arcane resource burn Physical save: +12 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazewish (5 def, 2 armour) Blazewish (5 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid / 11 physical Changes stats: +4 Str / +4 Dex Changes resistances penetration: +15% fire Changes damage: +18% acid Physical save: +7 (+1 eff.) Life regen: +1.30 Maximum life: +49.00 Healing mod.: +12% A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour of fire resistance (1 def, 2 armour) rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of delving (3 def, 8 armour)radiant dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +8 Str / +4 Wil Changes resistances: +22% blight / +11% physical / +36% darkness Light radius: +4 It can be used to activate talent Track, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour (4 def, 8 armour)fortifying stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Maximum life: +81.00 A suit of armour made of mail. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
sand iron gauntlets (0 def, 6 armour) sand iron gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour) miner's rough leather cap of dexterity (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +1 A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
This item will automatically be transmogrified when you leave the level. ametrineametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. iron pickaxe of predation (dig speed 30 turns)iron pickaxe of predation (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature 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 (23/23) Rod of Recall (23/23)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 17 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 The Phantom the Dark Faerie Archer level 16
79th Pyre 122nd year of Ascendancy at 15:47 see stats
By The Phantom the Dark Faerie Archer level 10
75th Pyre 122nd year of Ascendancy at 16:38 see stats
By The Phantom the Dark Faerie Archer level 20
7th Mirth 122nd year of Ascendancy at 03:41 see stats
By The Phantom the Dark Faerie Archer level 30
7th Mirth 122nd year of Ascendancy at 09:44 see stats
By The Phantom the Dark Faerie Archer level 40
7th Mirth 122nd year of Ascendancy at 17:16 see stats
By The Phantom the Dark Faerie Archer level 50
9th Mirth 122nd year of Ascendancy at 00:04 see stats
By The Phantom the Dark Faerie Archer level 13
76th Pyre 122nd year of Ascendancy at 08:41 see stats
By The Phantom the Dark Faerie Archer level 10
75th Pyre 122nd year of Ascendancy at 19:28 see stats
By The Phantom the Dark Faerie Archer level 7
75th Pyre 122nd year of Ascendancy at 06:21 see stats
By The Phantom the Dark Faerie Archer level 10
75th Pyre 122nd year of Ascendancy at 19:28 see stats
By The Phantom the Dark Faerie Archer level 17
5th Mirth 122nd year of Ascendancy at 13:48 see stats
By The Phantom the Dark Faerie Archer level 53
9th Mirth 122nd year of Ascendancy at 05:52 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Talent Probability Travel is ready to use.
The Phantom activates Probability Travel.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The Phantom deactivates Trained Reactions.
The Phantom deactivates Precise Strikes.
The Phantom deactivates Crippling Poison.
The Phantom deactivates Probability Travel.
The Phantom deactivates Through The Crowd.
The Phantom deactivates Intuitive Shots.
The Phantom deactivates Roll With It.