Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.5.0Official 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:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Harbinger 1.5.6 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. |
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Harbinger |
Level / Exp | 65 / 29% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 102 (base 74) |
Dexterity | 102.34044992728 (base 74) |
Constitution | 139.34044992728 (base 74) |
Magic | 94 (base 74) |
Willpower | 120.1683947208 (base 74) |
Cunning | 103.92353101935 (base 74) |
Resources
Life | 7067/7067 |
Equilibrium | 48 |
Healing Factor | 1.9336305735318 |
Regeneration | 288.45530591314 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +64.20636341794% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 21 |
Infravision | 9 |
See Stealth | 88.02506782909 |
See Invisible | 104.36551775637 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 295 |
Accuracy | 60 |
Crit Chance | 57% |
APR | 111 |
Speed | 1.00 |
Offense: Offhand
Damage | 370 |
Accuracy | 60 |
Crit Chance | 55% |
APR | 111 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 57% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Arcane | +9% |
Cold | +49% |
All | 0% |
Darkness | +6% |
Light | +9% |
Mind | +10% |
Physical | +20% |
Lightning | +43% |
Fire | +42% |
Nature | +12% |
Offense: Damage Penetration
Physical | +10% |
Arcane | +10% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 53.128977136213 (100%) |
Defense | 71 |
Ranged Defense | 74 |
Fatigue | 11.617375231054 |
Physical Save | 80 |
Spell Save | 81 |
Mental Save | 90 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 85%( 85%) |
All | + 11%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 37%( 85%) |
Light | + 44%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 53%( 87%) |
Darkness | + 54%( 79%) |
Fire | + 85%( 85%) |
Nature | + 44%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 78% |
Confusion Resistance | 56% |
Stun Resistance | 45% |
Pinning Resistance | 55% |
Poison Resistance | 78% |
Blind Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 469 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 351 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Blaze | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Blizzard | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Tremor | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Thunder | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Supercell | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Cyclone | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Rain | 1.90 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Endurance | 1.90 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.00 |
| 6/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 6/5 |
| 2/5 |
| 6/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Range Amplification Device |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -14% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +20% off-hand weapon damage Power 2+: -3 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 12.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | You gain 59% resistance against fire. Resolve |
Quests
You failed to protect the injured seer from death by Adunn the cutpurse. Escort: injured seer (level 4 of Infinite Dungeon) | failed |
You failed to protect the repented thief from death by skeleton assassin. Escort: repented thief (level 8 of Infinite Dungeon) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Isluvena (0 def, 7 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 6) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 12)You completed the challenge and received: Random Artifact: Swampbraze (122% power, 3 apr, fire element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 11)You completed the challenge and received: +3 Stat Points and +3 Stat Points | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 14) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 16) | failed |
Leave the level in less than 141 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (141) (Level 9)Turns left: 94 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 336 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (336) (Level 15)Turns left: -1 | failed |
Leave the level in less than 96 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (96) (Level 10)Turns left: 46 You completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Arogas (Nightmares) (10 def, 5 armour) Arogas (Nightmares) (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 12 arcane Changes resistances: +12% mind / +12% cold Spell save: +9 (+2 eff.) Blindness immunity: +10% Mana each turn: +0.04 Maximum mana: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares A pair of boots made of leather. |
Light source | Aroba the Ravenidol Aroba the RavenidolInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Con Changes resistances: +7% blight Changes resistances penetration: +10% arcane Changes damage: +9% arcane Blindness immunity: +29% Confusion immunity: +14% Life regen: +2.90 Maximum life: +49.00 Light radius: +7 See stealth: +7 See invisible: +15 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap of constitution (+3) (Shrouds) (0 def, 5 armour) drakeskin leather cap of constitution (+3) (Shrouds) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Con Curse of Shrouds A cap made of leather. |
Tool | Chamerion the Sunvile [power 31] (12 cooldown) Chamerion the Sunvile [power 31] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% acid / +9% nature / +3% light It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Hurirasus the Scabfurnace (Shrouds) Hurirasus the Scabfurnace (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes resistances: +10% physical Changes resistances penetration: +10% nature Changes damage: +12% nature / +10% physical Curse of Shrouds Rings can have magical properties. |
On fingers | Woekiller the stralite ring (Nightmares) Woekiller the stralite ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% temporal / +52% cold / +9% nature / +6% darkness Changes damage: +6% darkness / +17% cold Spell save: +12 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
Around neck | voratun amulet 'Lorekhad' voratun amulet 'Lorekhad'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +6% mind / +28% light / +30% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Reduces incoming crit damage: 17.00% Blindness immunity: +41% Confusion immunity: +15% Pinning immunity: +10% Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
In main hand | living mindstar 'Xoriawyn' (Madness) (21.5-23.65 power, 83 apr, mind damage) living mindstar 'Xoriawyn' (Madness) (21.5-23.65 power, 83 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 21.5 - 23.7 Uses stats: 139% Wil, 50% Mag, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40 arcane resource burn * Slows global speed by 40% Damage (Melee): +8 physical When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 12 physical Changes stats: +6 Wil Changes resistances: +9% temporal Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.20 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | monstrous rough leather belt of valiance (Misfortune) monstrous rough leather belt of valiance (Misfortune)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +1 Wil / +4 Con Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Maximum life: +43.00 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
In off hand | Core of the Forge (Shrouds) (24-26.4 power, 83 apr, dreamforge damage) Core of the Forge (Shrouds) (24-26.4 power, 83 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 159% Wil, 50% Mag, 40% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +8 Cun / +12 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +32 (+5 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to activate talent Forge Bellows (costing 15 power out of 30/30) : Effective talent level: 3.6 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 58.93 mind damage, 75.87 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.39 mind and 6.94 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Cloak | resilient linen cloak of battle (Madness) (1 def, 0 armour) resilient linen cloak of battle (Madness) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +31.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bethulewyn the Dawnthorn (Madness) (5 def, 8 armour) Bethulewyn the Dawnthorn (Madness) (5 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +4 Str / +2 Mag Changes resistances: +10% mind / +6% light Changes damage: +9% light Grants telepathy: Humanoid/Orc Mental save: +55 (+11 eff.) Curse of Madness A suit of armour made of leather. |
Inventory
sun infusion of the titan (rad 8; power 77; turns 5; dispels darkness) sun infusion of the titan (rad 8; power 77; turns 5; dispels darkness)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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 77) for 5 turns. Its effects scale with your Constitution stat. 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. |
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One Handed schematic: Weapon Automaton: One HandedRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
iron battleaxe (Shrouds) (15-22.5 power, 1 apr) iron battleaxe (Shrouds) (15-22.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
Nerabreba the Glitterbraid (Shrouds) (90.5-135.75 power, 4 apr) Nerabreba the Glitterbraid (Shrouds) (90.5-135.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 90.5 - 135.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 49% chance to daze at end of turn When wielded/worn: Accuracy: +21 (+7 eff.) Changes stats: +6 Str / +16 Dex / +5 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +3% darkness / +6% cold / +6% nature / +5% arcane Changes resistances penetration: +20% lightning / +20% fire Light radius: +3 Curse of Shrouds Massive two-handed mauls. |
Dethblyd (Shrouds) (70-112 power, 18 apr) Dethblyd (Shrouds) (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Shrouds Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Sawrd (Shrouds) (30-48 power, 19 apr) Sawrd (Shrouds) (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault Curse of Shrouds A brutal weapon of countless blades. |
Silebeth the living mindstar (Madness) (15-16.5 power, 40 apr, nature damage) Silebeth the living mindstar (Madness) (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 mind When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +22% blight / +6% cold / +6% lightning Changes resistances penetration: +15% mind Changes damage: +9% nature Mental save: +15 (+3 eff.) Disease immunity: +19% Psi when hit: +0.16 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage) mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
mossy mindstar of life (Shrouds) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar of life (Shrouds) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
pulsing mindstar of venom (Shrouds) (12.5-13.75 power, 32 apr, mind damage) pulsing mindstar of venom (Shrouds) (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +4% acid Changes resistances penetration: +8% acid Changes damage: +5% acid Life regen: +1.10 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds 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. |
Turyharablek (Nightmares) (12 def, 4 armour) Turyharablek (Nightmares) (12 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 physical Changes stats: +2 Str Changes resistances: +26% temporal / +30% darkness / +2% physical Changes damage: +18% blight Physical save: +30 (+6 eff.) Only die when reaching: -92.00 life Defense after a teleport: +27 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (Corpses) (1 def, 0 armour) linen cloak (Corpses) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (Shrouds) (0 def, 1 armour) pair of rough leather boots (Shrouds) (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (Madness) (3 def, 1 armour) pair of rough leather boots of uncanny dodging (Madness) (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Curse of Madness A pair of boots made of leather. |
Bethoth the drakeskin leather gloves (Madness) (0 def, 13 armour) Bethoth the drakeskin leather gloves (Madness) (0 def, 13 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Damage (Melee): 15 blight / 19 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +6% acid / +2% physical / +10% blight / +10% arcane / +3% temporal Changes damage: +11% blight Physical save: +3 (+1 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +15% Silence immunity: +25% Maximum life: +80.00 Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather armour (Madness) (1 def, 2 armour) rough leather armour (Madness) (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% Curse of Madness A suit of armour made of leather. |
troll-hide rough leather armour of the wind (Corpses) (6 def, 2 armour) troll-hide rough leather armour of the wind (Corpses) (6 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +2 Defense: +6 (+1 eff.) Fatigue: +6% Life regen: +3.00 Stamina each turn: +0.60 Maximum life: +30.00 Healing mod.: +11% Activating this item is instant. Curse of Corpses It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 5.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 299 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour) Bindings of Eternal Night (Shrouds) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
590 alchemist agate 590 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
1000 Strings of Compressed Time 1000 Strings of Compressed TimePowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 5 When carried: Light radius: +8 It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1. This looks like a time fragment of the timestream, all compressed in a time ball of power! |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (164 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +7 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
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. |
overpowered steel torque of psychoportation [power 39] (24 cooldown) overpowered steel torque of psychoportation [power 39] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments 'Runahor' [power 2] (6 cooldown) ash totem of cure ailments 'Runahor' [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% cold / +3% light / +3% darkness Changes resistances penetration: +15% mind Stun/Freeze immunity: +10% It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Kantel the Dwarf Harbinger level 7
16th Voratun 122nd year of Ascendancy at 20:42 see stats
By Kantel the Dwarf Harbinger level 45
26th Voratun 122nd year of Ascendancy at 09:47 see stats
By Kantel the Dwarf Harbinger level 10
17th Voratun 122nd year of Ascendancy at 06:14 see stats
By Kantel the Dwarf Harbinger level 20
19th Voratun 122nd year of Ascendancy at 03:11 see stats
By Kantel the Dwarf Harbinger level 30
19th Voratun 122nd year of Ascendancy at 23:55 see stats
By Kantel the Dwarf Harbinger level 40
24th Voratun 122nd year of Ascendancy at 20:31 see stats
By Kantel the Dwarf Harbinger level 50
26th Voratun 122nd year of Ascendancy at 19:42 see stats
By Kantel the Dwarf Harbinger level 43
25th Voratun 122nd year of Ascendancy at 18:32 see stats
By Kantel the Dwarf Harbinger level 44
26th Voratun 122nd year of Ascendancy at 08:20 see stats
By Kantel the Dwarf Harbinger level 28
19th Voratun 122nd year of Ascendancy at 21:21 see stats
Log
Kantel hits Elven corruptor for (99 to bones), 0 arcane, 112 fire, 74 arcane, 112 fire, 81 physical (379 total damage).
Elven corruptor slows down.
Elven corruptor is on fire!
Elven corruptor's healing is suppressed!
Kantel's mind surges with critical power!
Kantel hits Elven corruptor for 348 mind, 10 physical, 44 arcane, 16 mind, 5 fire, 22 arcane, 154 cold, 48 fire, 209 mind, 67 fire, 16 mind, 5 fire, 22 arcane, 112 fire, 345 cold, 267 lightning (1689 total damage).
A part of elven corruptor's bone shield regenerates.
Kantel is invigorated by the attack!
Burning from Elven corruptor hits Kantel for (8 antimagic), 0 fire (0 total damage).
Kantel hits Elven corruptor for (83 to bones), 0 arcane, 81 physical (81 total damage).
Burning from Kantel hits Elven corruptor for 26 fire damage.
Kantel performs a melee critical strike against Elven corruptor!
Elven corruptor vanishes from sight.
Elven corruptor deactivates Secrets of the Eternals.
Kantel's mind surges with critical power!
Kantel's mind surges with critical power!
Kantel performs a melee critical strike against Elven corruptor!
Kantel receives 339 healing.
Kantel hits Elven corruptor for 112 fire, 756 mind (868 total damage).
Kantel killed Elven corruptor!
Kantel stops burning.
You pickup 0.56 gold pieces.
Kantel is no longer attuned.
Kantel deactivates Range Amplification Device.
Kantel deactivates Antimagic Shield.
Kantel deactivates Psiblades.