Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Spellsword 1.2.5This 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. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-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 1.2.0Donators/Buyers bonus! Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Commando class 1.2.5Adds 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 AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Alchemist |
Level / Exp | 31 / 40% |
Size | big |
Lifes / Deaths | Killed by golem (servant of Arch-Bender) at level 28 on the 31st Haze 122nd year of Ascendancy at 03:15 0 / 8Killed by Acolyte of the Sect of Kryl-Feijan at level 29 on the 31st Haze 122nd year of Ascendancy at 04:44 Killed by skeleton mage at level 31 on the 10th Allure 123rd year of Ascendancy at 23:27 Killed by Arch-Bender at level 31 on the 15th Regrowth 123rd year of Ascendancy at 06:39 Killed by Azimia the shalore at level 31 on the 15th Regrowth 123rd year of Ascendancy at 09:16 Killed by Azimia the shalore at level 31 on the 15th Regrowth 123rd year of Ascendancy at 11:31 Killed by Azimia the shalore at level 31 on the 15th Regrowth 123rd year of Ascendancy at 13:22 Killed by Azimia the shalore at level 31 on the 15th Regrowth 123rd year of Ascendancy at 13:26 |
Primary Stats
Strength | 73 (base 10) |
Dexterity | 37 (base 10) |
Constitution | 36 (base 15) |
Magic | 106 (base 60) |
Willpower | 113 (base 59) |
Cunning | 50 (base 10) |
Resources
Mana | 1358/1390 |
Psi_feedback | 100/100 |
Life | -843/1798 |
Hate | 109/109 |
Equilibrium | 0 |
Vim | 220/220 |
Positive | 15/140 |
Stamina | 458/458 |
Psi | 242/242 |
Healing Factor | 1.19 |
Regeneration | 11.543 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10.000000000001% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 15 |
See Stealth | 25 |
See Invisible | 36 |
ESP Range | 20 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 291 |
Accuracy | 53 |
Crit Chance | 76% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 82.6 |
Crit Chance | 69% |
Speed | 1 |
Offense: Mind
Mindpower | 69.025 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
All | +57% |
Defense: Base
Armour (hardiness) | 19 (50%) |
Defense | 68.1125 |
Ranged Defense | 68.1125 |
Fatigue | 0 |
Physical Save | 53.272341394954 |
Spell Save | 58.439008061621 |
Mental Save | 45.239008061621 |
Defense: Resistances
All | + 5%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Teleport Resistance | 10% |
Confusion Resistance | 100% |
Knockback Resistance | 26% |
Pinning Resistance | 28% |
Poison Resistance | 10% |
Blind Resistance | 45% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 42 for 34 turns. While Heroism is active, you will only die when reaching -1830 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 4584 life over 19 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2101 damage for 96 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 6188% over 38 turns and instantly restoring 309 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 413 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Spell / Arcane enchantments | 21.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Metal alchemy | 11.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 16.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Poison alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Golemancy | 1.58 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Spell / Mana alchemy | 11.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Herbalism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 11.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Spell / Staff combat | 11.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Beyond the Flesh |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
detrimental effect | The target is off balance and is 44% more likely to be crit by the target that set it up. In addition all its saves are reduced by 44. Set Up |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Arch-Bender. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 321. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, you included. The Brotherhood of AlchemistsYou need to collect some ingredients to make the elixir of mastery, which can be used to grant you four additional stat points. This is what you need: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * You've found the needed minotaur nose. You have succeded in creating an elixir of precision. You have succeded in creating an elixir of explosive force. You need to collect some ingredients to make the elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. This is what you need: * You've found the needed honey tree root. * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You need to collect some ingredients to make the elixir of foundations, which can be used to grant you two additional generic talent points. This is what you need: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 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 | Kindlecut the dragonbone magestaff (35-42 power, 6 apr, cold element) Kindlecut the dragonbone magestaff (35-42 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Damage (Melee): 32 fire Damage when hit (Melee): 20 light Changes resistances: +6% temporal Changes resistances penetration: +5% light / +18% cold Changes damage: +35% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +28 Spell crit. chance: +5% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
Quiver | 66 alchemist diamond 66 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
On hands | Poleta (0 def, 3 armour) Poleta (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 Armour: +3 Effects on melee hit: * 21% chance to cause random insanity Damage (Melee): 40 darkness / 16 arcane / 33 mind Changes stats: +5 Dex / +8 Mag / +10 Wil Changes resistances: +3% acid / +1% physical / +8% arcane / +3% mind Mental save: -7 Teleport immunity: +10% Only die when reaching: -60.00 life Mindpower: +9 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 arcane Burst (radius 1) on hit: +8 acid Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | nightwalker's alchemist's lamp nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 Changes stats: +6 Wil Critical mult.: +16.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Emeluyaba the elven-silk wizard hat (3 def, 0 armour) Emeluyaba the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +3 Changes stats: +1 Dex / +2 Wil / +10 Cun Changes resistances: +18% physical / +20% darkness / +27% fire Changes damage: +8% physical / +18% fire / +18% darkness / +10% all Mental save: +15 Life regen: +0.40 Only die when reaching: -40.00 life Maximum hate: +9.00 Spell crit. chance: +5% Mindpower: +19 Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
On feet | Erogar the Ashgrinder (20 def, 5 armour) Erogar the Ashgrinder (20 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +4 Armour: +5 Defense: +20 Fatigue: -3% Changes resistances: +6% acid / +6% light / +3% fire / +6% mind / +5% arcane Physical save: +10 Silence immunity: +5% Stamina each turn: +0.20 Maximum life: +49.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 23 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Tool | Shadeedge (dig speed 5 turns) Shadeedge (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 Damage when hit (Melee): 4 blight Changes stats: +3 Str Changes resistances: +9% darkness / +9% fire Changes resistances penetration: +20% mind Changes damage: +6% blight / +9% mind / +6% darkness Critical mult.: +20.00% Physical save: +14 Spell save: +13 Mental save: +15 Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Modunaldir Modunaldir Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 Armour: +5 Changes stats: +10 Mag / +3 Wil Changes resistances: +5% all Critical mult.: +5.00% Spell save: +20 Blindness immunity: +45% Maximum psi: +10.00 Spellpower: +12 Mindpower: +20 Mental crit. chance: +1% Infravision radius: +6 See stealth: +25 See invisible: +20 Rings can have magical properties. |
On fingers | Elemental Fury Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +8 Mag / +5 Wil / +8 Cun / +5 Con Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | gold amulet 'Sparkrebel' gold amulet 'Sparkrebel' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Fatigue: -7% Changes resistances: +6% lightning / +17% temporal Changes resistances penetration: +10% lightning / +10% physical Changes damage: +10% all Talent mastery: +0.28 Spell / Golemancy Critical mult.: +3.00% Maximum encumbrance: +20 Pinning immunity: +28% Knockback immunity: +26% Life regen: +1.30 Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
In main hand | Mabers the elven-wood magestaff (25-30 power, 5 apr, cold element) Mabers the elven-wood magestaff (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +8.0% Physical power: +11 Armour: +6 Changes resistances: +6% acid Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +9.00% Physical save: +10 Mental save: +6 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +24 Spell crit. chance: +9% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Polulravena the drakeskin leather belt Polulravena the drakeskin leather belt Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Light Armour 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +20 Defense: +27 Damage when hit (Melee): 4 physical Changes stats: +5 Str / +6 Dex / +5 Wil / +6 Cun / +5 Con / +10 Lck Changes resistances: +6% darkness Changes damage: +10% all Trap disarming bonus: +25 Stealth bonus: +10 Physical save: +15 Spell save: +14 Mental save: +11 Maximum life: +103.00 Maximum stamina: +10.00 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
In off hand | Gleamterror GleamterrorRequires: - Magic 30 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 Effects on melee hit: * 20% chance to disease Changes resistances: +38% acid / +11% physical / +21% light / +31% cold / +22% nature / +18% lightning Reduce damage by fixed amount: +5 all Maximum wards: +6 acid / +3 physical / +4 light / +6 cold / +4 nature / +4 lightning Changes resistances penetration: +20% light Changes damage: +19% lightning / +3% light / +9% arcane Reduced damage from: +19% Insect / +12% Animal / +25% Vermin / +12% Aquatic / +21% Spiderkin Talent granted: +12 Ward Light radius: +1 Infravision radius: +3 Slows Projectiles: +30% Handheld warding devices |
Cloak | elven-silk cloak 'Pitchfame' (15 def, 0 armour) elven-silk cloak 'Pitchfame' (15 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Changes stats: +2 Mag / +6 Wil / +6 Cun Changes resistances: +17% blight / +17% nature / +6% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Physical save: +9 Life regen: +3.00 Mental crit. chance: +4% Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chameruildir the elven-silk robe (32 def, 0 armour) Chameruildir the elven-silk robe (32 def, 0 armour)Powered by arcane forces Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +32 Fatigue: -8% Changes stats: +8 Mag / +7 Wil / +1 Con Changes resistances penetration: +16% mind / +20% physical Changes damage: +10% mind / +27% all Physical save: +25 Spell save: +14 Mana each turn: +0.34 Psi each turn: +1.23 Maximum psi: +29.00 Spellpower: +19 Spell crit. chance: +5% Mindpower: +9 Mental crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Yvaldatta the steel ring Yvaldatta the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +4 Changes stats: +5 Cun / +5 Dex Changes resistances: +22% acid / +22% cold / +9% lightning / +1% physical Changes damage: +11% acid / +11% cold Reduces incoming crit damage: 5.00% Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
Isliriawe IsliriawePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease * 14% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random insanity Damage (Ranged): 25 bleed Damage when hit (Melee): 12 mind Changes stats: +12 Cun / +8 Mag Changes resistances: +12% blight Changes damage: +6% blight Stun/Freeze immunity: +50% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +14 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Cobrahacker' (58.5-87.75 power, 4 apr)voratun battleaxe 'Cobrahacker' (58.5-87.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +26 darkness Burst (radius 1) on hit: +12 nature Damage against: +28% Living When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +24% acid / +24% lightning / +21% cold / +10% nature / +24% fire Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Damage Shield penetration: +20% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's steel dagger of disruption (12-15.6 power, 6 apr)warbringer's steel dagger of disruption (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +12% Unnatural When wielded/worn: Physical power: +8 Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. enlightened pulsing mindstar of persecution (13-14.3 power, 32 apr, nature damage)enlightened pulsing mindstar of persecution (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +21% Unnatural When wielded/worn: Changes resistances: +22% light / +22% mind Mindpower: +4 Mental crit. chance: +4% See stealth: +20 See invisible: +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 22.6 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 189% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Gyvea the yew vilestaff (20-24 power, 4 apr, physical element) Gyvea the yew vilestaff (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 acid When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +20% physical Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Physical save: +5 Mana each turn: +0.20 Psi when hit: +0.12 Maximum mana: +50.00 Maximum hate: +2.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Urthydir' (25-30 power, 6 apr, physical element) elven-wood magestaff 'Urthydir' (25-30 power, 6 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 temporal Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +9 Physical crit. chance: +5.0% Physical power: +7 Changes resistances penetration: +10% physical Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +24 Spell crit. chance: +9% Reduces paradox failures(equivalent to willpower): +17 It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Bileg (20-24 power, 6 apr, physical element) Bileg (20-24 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Armour penetration: +3 Armour: +10 Armour Hardiness: +8% Fatigue: -2% Changes damage: +10% blight / +20% physical Talent granted: +1 Command Staff Physical save: +18 Spell save: +9 Mental save: +8 Stamina each turn: +0.60 Only die when reaching: -60.00 life Spellpower: +15 Spell crit. chance: +11% Casting speed: +13% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
Dazzlerend the dragonbone starstaff (41-49.2 power, 6 apr, physical element) Dazzlerend the dragonbone starstaff (41-49.2 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Damage (Melee): 32 fire Changes resistances: +6% temporal Changes damage: +41% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Mental save: +12 Blindness immunity: +5% Disease immunity: +20% Silence immunity: +10% Spellpower: +30 Spell crit. chance: +19% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
Issedan Issedan Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +7 Defense: +13 Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +5 Dex Changes damage: +9% blight / +10% all Physical save: +23 Life regen: +2.00 Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Spell crit. chance: +5% Mental crit. chance: +17% Healing mod.: +30% A belt that goes around your waist. |
Robe of the Archmage (28 def, 10 armour) Robe of the Archmage (28 def, 10 armour)Powered by arcane forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +10 Defense: +28 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +22% all Spell save: +27 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level. miner's rough leather cap of the bounder (0 def, 3 armour)miner's rough leather cap of the bounder (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: +6 Str / +6 Dex Infravision radius: +2 A cap made of leather. |
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 Fatigue: +16% Changes stats: +6 Str / +6 Con Maximum life: +77.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. troll-hide hardened leather armour of the hero (3 def, 6 armour)troll-hide hardened leather armour of the hero (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +6 Str / +7 Dex / +7 Mag / +5 Wil / +7 Cun Life regen: +10.20 Healing mod.: +22% A suit of armour made of leather. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 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% 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 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 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 Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) 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. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 Changes stats: +1 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Arch-Bender the Superhuman Alchemist level 31
7th Regrowth 123rd year of Ascendancy at 18:10 see stats
By Arch-Bender the Superhuman Alchemist level 27
30th Haze 122nd year of Ascendancy at 08:36 see stats
By Arch-Bender the Superhuman Alchemist level 23
25th Haze 122nd year of Ascendancy at 20:21 see stats
By Arch-Bender the Superhuman Alchemist level 23
25th Haze 122nd year of Ascendancy at 13:25 see stats
By Arch-Bender the Superhuman Alchemist level 31
7th Regrowth 123rd year of Ascendancy at 18:10 see stats
By Arch-Bender the Superhuman Alchemist level 22
19th Haze 122nd year of Ascendancy at 01:10 see stats
By Arch-Bender the Superhuman Alchemist level 10
78th Pyre 122nd year of Ascendancy at 21:21 see stats
By Arch-Bender the Superhuman Alchemist level 20
17th Haze 122nd year of Ascendancy at 23:30 see stats
By Arch-Bender the Superhuman Alchemist level 30
7th Decay 122nd year of Ascendancy at 10:07 see stats
By Arch-Bender the Superhuman Alchemist level 22
18th Haze 122nd year of Ascendancy at 19:20 see stats
By Arch-Bender the Superhuman Alchemist level 29
36th Haze 122nd year of Ascendancy at 08:41 see stats
By Arch-Bender the Superhuman Alchemist level 6
75th Pyre 122nd year of Ascendancy at 16:52 see stats
By Arch-Bender the Superhuman Alchemist level 5
75th Pyre 122nd year of Ascendancy at 09:40 see stats
By Arch-Bender the Superhuman Alchemist level 8
78th Pyre 122nd year of Ascendancy at 01:12 see stats
By Arch-Bender the Superhuman Alchemist level 13
5th Mirth 122nd year of Ascendancy at 19:50 see stats
By Arch-Bender the Superhuman Alchemist level 13
3rd Summertide 122nd year of Ascendancy at 11:30 see stats
By Arch-Bender the Superhuman Alchemist level 22
18th Haze 122nd year of Ascendancy at 23:57 see stats
By Arch-Bender the Superhuman Alchemist level 17
31st Dusk 122nd year of Ascendancy at 20:46 see stats
By Arch-Bender the Superhuman Alchemist level 31
15th Regrowth 123rd year of Ascendancy at 13:22 see stats
Log
Talent Repulsion is ready to use.
Talent Jelly is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Enchant Jewelry is ready to use.
Azimia the shalore evades Arch-Bender.
Arch-Bender's Channel Staff hits Azimia the shalore for 138 fire, 367 cold, 201 lightning, 131 arcane (837 total damage).
Arch-Bender casts Staff Channel.
Arch-Bender's spell attains critical power!
Azimia the shalore uses Catapult Trap.
Azimia the shalore performs a melee critical strike against Arch-Bender!
You fight through the pain! (+20 hate)
Arch-Bender's magic has been disrupted.
Azimia the shalore performs a melee critical strike against Arch-Bender!
Your hatred grows even as your life fades! (+20 hate)
Arch-Bender hits Azimia the shalore for 1 fire, 3 cold, 2 lightning, 1 arcane, 0 fire, 1 cold, 0 lightning, 0 arcane, 0 fire, 1 cold, 0 lightning, 0 arcane, 1 fire, 3 cold, 2 lightning, 1 arcane, 0 fire, 1 cold, 0 lightning, 0 arcane, 0 fire, 1 cold, 0 lightning, 0 arcane (19 total damage).
Azimia the shalore hits Arch-Bender for (5 resist armour), 900 physical, (5 resist armour), 2 fire, (5 resist armour), 779 physical (1681 total damage).
Arch-Bender's Staff Channel has been disrupted by anti-magic forces!
Arch-Bender's Staff Channel hits Azimia the shalore for 181 fire, 482 cold, 265 lightning, 173 arcane (1102 total damage).
Talent Bloodspring is ready to use.
Arch-Bender misses Azimia the shalore.
Arch-Bender has been set up!
Arch-Bender casts Staff Blast.
Arch-Bender's spell attains critical power!
Azimia the shalore uses Bear Trap.
Azimia the shalore performs a melee critical strike against Arch-Bender!
Your hatred grows even as your life fades! (+26 hate)
Saving game...