










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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: Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Doctornull's Class Pack 1.5.10This 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. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. magebow class v18 1.3.1Possessor Bonus Class 1.5.4Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Arcane Gladiator 1.1.5v0.1 -- Initial release A few minor changes to the skill-tree configuration and stats. Arcane gladiators are professional arena combatants that have learned to enhance their combat prowess with magic. This is my first AddOn for ToME4; suggestions in regards to balance will be appreciated. So what are you waiting for? 'Ave a go, ya mug! Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Creep |
| Level / Exp | 66 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 92 (base 75) |
| Dexterity | 95.340449927278 (base 75) |
| Constitution | 94.340449927278 (base 75) |
| Magic | 47 (base 27) |
| Willpower | 76 (base 75) |
| Cunning | 115 (base 75) |
Resources
| Mana | 852/852 |
| Life | 2232/2232 |
| Paradox | 300 |
| Stamina | 465/465 |
| Hate | 75/80 |
| Healing Factor | 1.3568716987919 |
| Regeneration | 17.857325605426 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1003 |
| Infravision | 12 |
| See Stealth | 72.93673332165 |
| See Invisible | 83.277183248921 |
| Stealth | 76.932397176541 |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 67 |
| Crit Chance | 55% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 91 |
| Accuracy | 67 |
| Crit Chance | 61% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +32% |
| Temporal | +7% |
| Darkness | +52% |
| Physical | +24% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +68% |
| Light | +5% |
| Temporal | +38% |
| Blight | +25% |
| Physical | +33% |
| Mind | +38% |
Defense: Base
| Armour (hardiness) | 74.170224963639 (100%) |
| Defense | 75 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 80 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 37%( 74%) |
| Blight | + 40%( 74%) |
| Physical | + 65%( 74%) |
| Cold | + 65%( 74%) |
| All | + 33%( 74%) |
| Darkness | + 85%( 85%) |
| Light | + 34%( 74%) |
| Temporal | + 42%( 74%) |
| Mind | + 32%( 74%) |
| Fire | + 26%( 74%) |
| Nature | + 20%( 74%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 36% |
| Fear Resistance | 27% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 72.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 597 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 83.95 to 251.85 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 331.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 65 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 345.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 228.19 to 684.57 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cunning / Stealth | 1.60 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Cursed / Darkness | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cursed / Horror | 1.50 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Cursed / Sins | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Dual weapons | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Technique / Combat training | 1.70 |
| 6/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Voidwalker | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Cursed / Cursed form | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Stealth |
| talent | Void Communion |
| talent | Apply Poison |
| talent | Gloom |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +20% off-hand weapon damage Power 2+: -1 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. |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 11.9 and stamina regeneration by 2.9. Soothing Darkness |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +11% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% 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 16% for 3 turns. |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Parrying melee attacks: Has a 41% chance to deflect up to 19 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Equipment
| On feet | blood-soaked pair of hardened leather boots of invasion (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +9% physical Curse of Misfortune A pair of boots made of leather. |
| Light source | burglar's dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +9 Cun Changes resistances: +12% darkness Changes damage: +15% light Damage affinity(heal): +5% light Light radius: -4 Infravision radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 43.52 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Eternal Night (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 Curse of Shrouds It can be used to activate talent Retch (costing 28 power out of 80/80) : Effective talent level: 2.0 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 38 blight damage or heals 57 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| On hands | normal tauntlets 'Obsidianwake' (Shrouds) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Damage (Melee): 13 light Changes resistances: +11% light Changes resistances penetration: +20% darkness Changes damage: +8% light Talent granted: +3 Block Physical save: +36 (+8 eff.) Tauntlets behave like a shield, and allow you to block attacks. 42 block power. Curse of Shrouds A turtle shell fit with a simple strap. It covers the entire forearm. |
| Tool | voratun torque of mindblast 'Lightkiller' [power 421] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +5% light Changes damage: +9% light / +15% lightning Talent granted: +1 Ward Light radius: +3 It can be used to fire a blast of psionic energies in a range 9 beam dealing 210.50 to 421.00 mind damage, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 13 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Dairadur the DimmistressCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Physical power: +11 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +8 Str / +2 Dex / +8 Con Changes resistances: +9% darkness Physical save: +30 (+6 eff.) Maximum life: +20.00 Maximum stamina: +15.00 Rings can have magical properties. |
| Around neck | protective steel amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances cap: +4% all Physical save: +11 (+3 eff.) Amulets can have magical properties. |
| In main hand | stralite greatmaul 'Mayevena' (Shrouds) (68-102 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Physical power: +8 (+2 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances penetration: +24% physical Changes damage: +12% physical Spell save: +9 (+3 eff.) Stamina each turn: +0.60 Curse of Shrouds Massive two-handed mauls. |
| Around waist | spiritwalker's hardened leather belt of burglary (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +5 Cun / +7 Lck Trap disarming bonus: +14 Stealth bonus: +9 Mana each turn: +0.35 Maximum mana: +32.00 Infravision radius: +5 Curse of Madness A belt that goes around your waist. |
| In off hand | Umbral Razor (Shrouds) (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 10% Mag, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Shrouds It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 151.65 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Emelorawyn (Madness) (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Changes resistances: +6% acid Changes resistances penetration: +25% blight Changes damage: +12% physical Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 15.00% Spell save: -21 (-10 eff.) Stun/Freeze immunity: +20% Stamina each turn: +0.80 Mana each turn: -0.34 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 | Bindings of Eternal Night (Madness) (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. The set is complete. 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 Madness It can be used to activate talent Abyssal Shroud (costing 28 power out of 65/80) : Effective talent level: 2.0 Power cost: 28 out of 65/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 22.73 darkness damage each turn, reduces light radius by 2, and darkness resistance by 15% of those within. 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. |
Inventory
Primal Infusion (affinity 22%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (+27 for 9 turns, die at -881)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 9 turns. While Heroism is active, you will only die when reaching -881 life. 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. 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. |
oxygen infusion of the sneak (stamina 298 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 298 stamina and air over 10 turns. Its effects scale with your Cunning 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. |
restful gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage (Melee): 10 light / 9 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 11% chance to blind Changes damage: +10% light / +11% darkness Life regen: +1.70 Amulets can have magical properties. |
vitalizing gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Con Physical save: +7 (+2 eff.) Life regen: +1.80 Maximum life: +57.00 Amulets can have magical properties. |
Polobeth the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 27 acid / 12 physical Changes stats: +3 Con Changes resistances: +3% physical Changes damage: +12% temporal Physical save: +9 (+2 eff.) Stun/Freeze immunity: +49% Life regen: +4.50 Maximum life: +50.00 Rings can have magical properties. |
Ivory Carver (Nightmares) (30-45 power, 20 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light When wielded/worn: Accuracy: +10 (+2 eff.) Curse of Nightmares Carved from the horn of a strange beast from distant Tar'Eyal, this bright white battleaxe seems to cut through metal with ease. |
Mayivena (Madness) (46.5-69.75 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +2.0% Defense: +16 (+4 eff.) Changes stats: +3 Str Changes resistances: +6% temporal Spell save: +9 (+3 eff.) Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +50% Knockback immunity: +25% Curse of Madness Massive two-handed battleaxes. |
plaguebringer's stralite dagger of shearing (Madness) (28-36.4 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Melee): +4 blight When wielded/worn: Armour penetration: +6 Changes resistances penetration: +10% physical Changes damage: +8% physical Disease immunity: +18% Curse of Madness Sharp, short and deadly. |
dwarven-steel greatmaul 'Halodar' (Misfortune) (53-79.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light / +3% cold Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Knockback immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Curse of Misfortune Massive two-handed mauls. |
warbringer's dwarven-steel greatsword of massacre (Nightmares) (47.5-76 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +16% physical Disarm immunity: +28% Curse of Nightmares Massive two-handed swords. |
Funeral Veil (Corpses)Requires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+4 eff.) See invisible: +9 Curse of Corpses It can be used to activate talent Chill of the Tomb (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: 400% of base Is: a spell Description: Conjures up a chilly circle of death, doing 102.97 cold damage in a radius of 4 and leaving behind 6 spreading cold flames, which deal 26.13 cold damage and have a 25% chance to freeze. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Hare-Skin Sling (Misfortune)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
thunderous hardened leather sling of true flight (Corpses)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 11% chance to daze at end of turn When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +9% lightning Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
thunderous steel waraxe of massacre (Madness) (22-30.8 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +9% lightning Curse of Madness One-handed war axes. |
ancient silk robe of darkness (+27%) (Madness) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Mag Changes resistances: +27% darkness Changes resistances penetration: +7% temporal / +13% physical Changes damage: +12% temporal / +18% darkness / +9% physical Reduces paradox anomalies(equivalent to willpower): +12 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of Linaniil (Madness) (7 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Mana each turn: +0.15 Maximum mana: +54.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +10% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
heroic hardened leather gloves of archery (Corpses) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Armour: +7 Changes stats: +5 Cun / +5 Dex Mental save: +11 (+3 eff.) Maximum life: +60.00 Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal normal tauntlets of the starseeker (Nightmares) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes stats: +3 Cun / +2 Mag Changes resistances: +11% temporal / +7% light / +8% darkness Changes damage: +7% temporal Talent granted: +3 Block Infravision radius: +1 Tauntlets behave like a shield, and allow you to block attacks. 38 block power. Curse of Nightmares It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 83.91 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. A turtle shell fit with a simple strap. It covers the entire forearm. |
Polariada the stralite mail armour (Shrouds) (4 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +15 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 16 acid / 13 fire Damage when hit (Melee): 8 acid / 12 fire Changes stats: +1 Str Changes resistances: +23% acid / +14% physical / +5% cold / +8% lightning / +23% fire Physical save: +23 (+5 eff.) Life regen: +0.40 Healing mod.: +15% Curse of Shrouds A suit of armour made of mail. |
Plaguewilder the hardened leather armour (Shrouds) (14 def, 14 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +14 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +3 Cun / +4 Con Changes resistances: +12% nature Physical save: +30 (+6 eff.) Mental save: +19 (+6 eff.) Maximum stamina: +15.00 Curse of Shrouds A suit of armour made of leather. |
Rogue Plight (Misfortune) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Misfortune No rogue blades shall incapacitate the wearer of this armour. |
iron pickaxe (dig speed 38 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. |
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. |
AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Borekaltholekath the pouch of dwarven-steel shots (23/23, 32.5-39 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +9 lightning / +36 blight / +16 arcane / +32 acid Burst (radius 2) on crit: +4 acid Shots are used with slings to pummel your foes to death. |
Muckbore (23/23, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 23 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 40% chance to blind * 11% chance to disease * 20% chance to curse the target Damage (Ranged): +11 darkness / +20 blight / +11 cold / +4 mind Burst (radius 1) on hit: +28 nature / +4 mind / +4 light Burst (radius 2) on crit: +4 nature / +4 light Shots are used with slings to pummel your foes to death. |
elemental pouch of stralite shots of accuracy (19/19, 42.5-51 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of the leech (17/17, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * Slows global speed by 12% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
sentry's pouch of dwarven-steel shots of crippling (45/45, 41-49.2 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +13.0% Capacity: 45 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Hela deactivates Hymn of Perseverance.
Grex deactivates Crippling Poison.
Grex deactivates Numbing Poison.
Grex deactivates Adventure Friendly Fire Disabler.
Grex deactivates Through The Crowd.
Grex deactivates Stealth.
Grex deactivates Apply Poison.
Grex deactivates Void Communion.
Grex deactivates Adventure Control.
Grex deactivates Gloom.
Igneus deactivates Adventure Control.
Igneus is no longer surging arcane power.
Igneus deactivates Through The Crowd.
Igneus deactivates Ice Core.
Shadow deactivates Through The Crowd.
Mayibeth the dredgling (Psionic Minion) deactivates Mighty Arrows.
Mayibeth the dredgling (Psionic Minion) deactivates Apply Poison.
Mayibeth the dredgling (Psionic Minion) deactivates Through The Crowd.
Mayibeth the dredgling (Psionic Minion) deactivates Keen Senses.
Shadow deactivates Through The Crowd.
Yizzy deactivates Flame Infusion.
Yizzy deactivates Adventure Friendly Fire Disabler.
Yizzy deactivates Yarrrr!!.
Yizzy says: 'Why is the rum always gone?'
Yizzy deactivates Adventure Control.
Yizzy deactivates Call Shadows.
Yizzy deactivates Force Shield.
Yizzy deactivates Through The Crowd.
Yizzy deactivates Channel Pain.
Shadow deactivates Through The Crowd.








































































































