










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Homosuperior |
Class | Temporal Warden |
Level / Exp | 70 / 65% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 169 (base 80) |
Dexterity | 108 (base 80) |
Constitution | 113 (base 80) |
Magic | 120 (base 80) |
Willpower | 118 (base 80) |
Cunning | 112 (base 80) |
Resources
Mana | 1079/1094 |
Equilibrium | 0 |
Vim | 326/326 |
Life | 18014/18026 |
Paradox | 300 |
Healing Factor | 1.8159363957597 |
Regeneration | 886.94873409893 |
Speed
Mental | +71.274976861997% |
Attack | +71.274976861997% |
Movement | +48.999999999999% |
Spell | +71.274976861997% |
Global | +188.1% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 11 |
See Stealth | 159.05956414084 |
See Invisible | 159.05956414084 |
Offense: Mainhand
Damage | 621 |
Accuracy | 92 |
Crit Chance | 165% |
APR | 33 |
Speed | 0.47 |
Offense: Spell
Spellpower | 223 |
Crit Chance | 100% |
Speed | 0.5838564502074 |
Offense: Mind
Mindpower | 230 |
Crit Chance | 100% |
Speed | 0.5838564502074 |
Offense: Damage Bonus
Acid | +3% |
Blight | +6% |
Arcane | +20% |
Cold | +33% |
All | 0% |
Darkness | +28% |
Light | +11% |
Temporal | +54% |
Fire | +33% |
Physical | +104% |
Offense: Damage Penetration
Acid | +5% |
Physical | +66% |
Temporal | +50% |
Defense: Base
Armour (hardiness) | 150.035 (82.970297029703%) |
Defense | 105 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 94 |
Spell Save | 60 |
Mental Save | 86 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 36%( 70%) |
All | + 20%( 70%) |
Darkness | + 43%( 70%) |
Temporal | + 39%( 70%) |
Physical | + 40%( 70%) |
Mind | + 24%( 70%) |
Fire | + 65%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (5/5)
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: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 8 for 11 turns. While Heroism is active, you will only die when reaching -498 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 175 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Threaded Combat | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.65 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Stasis | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Speed Control | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Temporal Combat | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Celestial / Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.78 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Chronomancy | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Celestial / Chants | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Harmony | 2.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon Folding |
talent | Contingency |
talent | Bone Shield |
beneficial effect | Increases attack, spell, and mind speed by 23%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex / +5 Cun / +7 Con Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal Maximum encumbrance: +36 Physical save: +44 (+8 eff.) Spell save: +12 (+3 eff.) Mental save: +39 (+8 eff.) Life regen: +5.00 Only die when reaching: -80.00 life Healing mod.: +27% It can be used to activate talent Rush, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +33 Crit. chance: +17.0% Capacity: 56 On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) * 42% chance to daze at end of turn * 20% chance to curse the target On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +23 acid / +29 temporal / +74 darkness / +44 blight / +4 lightning Burst (radius 1) on hit: +16 lightning Damage against: +23% Living When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes resistances: +7% blight / +12% lightning Life regen: +1.40 Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Changes stats: +2 Str / +5 Dex / +3 Con Changes resistances: +6% acid / +12% darkness / +19% fire / +6% cold / +6% lightning Changes resistances penetration: +15% physical Only die when reaching: -20.00 life Maximum life: +30.00 Infravision radius: +3 A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Mag / +6 Wil / +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +9 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +26 Defense: +28 (+5 eff.) Changes stats: +3 Cun Changes resistances penetration: +33% physical Changes damage: +6% blight / +45% physical Reduces incoming crit damage: 10.00% Physical save: +43 (+8 eff.) Mental save: +45 (+9 eff.) Maximum mana: +40.00 Maximum hate: +4.00 Spellpower: +8 (+0 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +24 fire / +30 cold When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +18.0% Ammo reloads per turn: +6 Changes stats: +1 Cun / +19 Mag Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +15% temporal / +18% physical Changes damage: +54% physical / +33% fire / +33% cold / +20% arcane / +14% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +15.00% Spellpower: +21 (+2 eff.) Mindpower: +10 (+1 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +18.0% Physical power: +15 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 19 arcane / 18 darkness Changes stats: +11 Str / +9 Dex / +9 Mag / +9 Wil / +4 Cun Changes resistances: +10% arcane / +14% darkness Changes resistances penetration: +10% temporal Changes damage: +17% darkness Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +12 (+2 eff.) Spell crit. chance: +13% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 45.0 - 49.5 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +5 Crit. chance: +43.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 54% chance to inflict 15% damage reduction Damage (Melee): +9 arcane Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness / +4 temporal It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 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. |
Main armor | ![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +20 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Changes stats: +8 Str / +7 Dex / +6 Wil / +9 Cun Changes resistances: +16% acid / +21% physical / +3% temporal / +37% fire / +13% lightning / +14% cold Changes resistances penetration: +5% acid / +20% temporal Changes damage: +3% acid / +6% temporal Physical save: +28 (+6 eff.) Mental save: +34 (+7 eff.) Mindpower: +10 (+1 eff.) A suit of armour made of leather. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +5 Str / +14 Con Changes resistances: +19% lightning / +6% temporal / +6% mind Changes damage: +18% temporal / +11% light / +11% darkness Talent mastery: +0.28 Chronomancy / Temporal Guardian Reduces incoming crit damage: 15.00% Physical save: +18 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +19 (+4 eff.) Stun/Freeze immunity: +30% Light radius: +2 Amulets can have magical properties. |
Inventory
![]() 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: 28 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 6 for 11 turns. While Heroism is active, you will only die when reaching -470 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. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +10 Lck / +6 Dex Changes resistances: +3% nature / +9% acid Talent mastery: +0.26 Chronomancy / Bow Threading Spell save: +30 (+7 eff.) Blindness immunity: +19% Stun/Freeze immunity: +10% Knockback immunity: +25% Infravision radius: +5 Sight radius: +2 See invisible: +10 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Fatigue: -10% Changes stats: +20 Str / +28 Dex / +2 Mag / +29 Wil / +9 Cun / +10 Con Changes resistances: +30% lightning / +19% temporal / +3% blight / +26% cold / +1% physical / +30% fire Changes damage: +9% arcane Physical save: +22 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +39 (+8 eff.) Confusion immunity: +25% Pinning immunity: +36% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +1.50 Stamina each turn: +1.40 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Mindpower: +15 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +6 Mag / +2 Con Changes resistances: +13% mind Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Reduces incoming crit damage: 5.00% Confusion immunity: +25% Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Infravision radius: +1 See invisible: +3 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Str / +7 Dex / +6 Mag / +10 Wil / +8 Cun Changes resistances penetration: +10% mind Changes damage: +7% darkness / +7% temporal / +7% light / +15% physical Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.40 Spell / Energy alchemy Maximum psi: +50.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mental crit. chance: +4% Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +6% physical Stamina each turn: +0.60 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +6 Effects on melee hit: * 33% chance to inflict 15% damage reduction Changes stats: +10 Dex / +15 Mag / +8 Wil / +8 Cun / +6 Con Changes resistances penetration: +5% darkness Changes damage: +9% acid Physical save: +10 (+2 eff.) Spell save: +20 (+5 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +96% Silence immunity: +41% Confusion immunity: +39% Mana each turn: +0.40 Maximum stamina: +45.00 Spellpower: +20 (+1 eff.) Infravision radius: +12 See stealth: +43 See invisible: +40 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +6 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +4 Cun Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +26% lightning Changes damage: +13% lightning Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +5 (+0 eff.) Mindpower: +8 (+1 eff.) Rings can have magical properties. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 100% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +21% physical / +11% temporal Changes damage: +18% physical / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 cold Blunt and deadly. |
![]() Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 darkness / +4 acid Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +9.0% Physical power: +13 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +10 Mag / +10 Wil / +6 Con Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +5% acid Changes damage: +25% lightning / +6% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +1.30 Mana each turn: +0.31 Maximum mana: +198.00 Spellpower: +62 (+5 eff.) Spell crit. chance: +20% Healing mod.: +22% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 209.82 to 251.78 lightning damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+3 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to inflict 15% damage reduction Damage (Melee): +8 darkness Burst (radius 1) on hit: +12 lightning / +4 temporal When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Damage (Melee): 35 fire Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Maximum wards: +3 physical / +3 temporal / +3 darkness / +3 light Changes resistances penetration: +20% physical / +20% temporal / +20% darkness / +20% light Changes damage: +41% temporal / +41% physical / +41% light / +41% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +35.00% Mana each turn: +0.25 Maximum mana: +100.00 Spellpower: +36 (+3 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+2 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 50.0 - 60.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +20 mind Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +24.0% Physical power: +15 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 45 arcane / 35 fire Changes resistances penetration: +25% lightning Changes damage: +50% lightning / +3% mind / +15% acid Talent granted: +1 Command Staff Critical mult.: +54.00% Maximum mana: +120.00 Spellpower: +71 (+6 eff.) Spell crit. chance: +9% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +17% all Spellpower: +16 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 13% It can be used to activate talent Darkfire (costing 6 power out of 12/12) : Effective talent level: 5.0 Power cost: 6 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 365.68 fire damage and 351.93 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Armour: +3 Changes stats: +6 Cun / +5 Dex When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 10 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Dex Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +3 Wil Changes resistances: +10% cold Changes resistances penetration: +10% nature / +10% temporal Allows you to breathe in: water Physical save: +16 (+3 eff.) Mental save: +8 (+2 eff.) Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 10 power out of 30/30) : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 154.76 to 464.29 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +10 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 14 acid / 18 physical / 15 fire Changes stats: +6 Str / +3 Dex / +7 Wil / +8 Cun / +6 Con Changes resistances: +29% acid / +11% physical / +11% cold / +29% lightning / +32% fire Changes resistances penetration: +10% physical Changes damage: +27% temporal Physical save: +10 (+2 eff.) Mental save: +22 (+5 eff.) Maximum life: +78.00 A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +10% acid / +11% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +8 (+1 eff.) Armour: +29 Defense: +21 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Damage when hit (Melee): 8 darkness Changes stats: +19 Str / +11 Dex Changes resistances: +28% acid / +27% physical / +20% darkness / +24% fire / +5% arcane Physical save: +17 (+3 eff.) Life regen: +15.40 Maximum life: +160.00 Light radius: +2 Healing mod.: +56% It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 23 It can be used to activate talent Blood Grasp (costing 6 power out of 12/12) : Effective talent level: 5.0 Power cost: 6 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 841.79 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +4 Wil Changes resistances: +21% lightning / +15% darkness / +3% nature / +14% blight Changes resistances penetration: +5% nature / +5% darkness Changes damage: +30% nature Life regen: +5.30 Maximum life: +38.00 Light radius: +2 Healing mod.: +12% A suit of armour made of leather. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn * 20% chance to torment the target * 10% chance to crush the target Damage (Ranged): +50 lightning / +21 temporal / +147 darkness / +30 gravity / +30 nature / +8 acid / +90 insidious poison / +61 mind Burst (radius 1) on hit: +8 lightning / +8 acid Burst (radius 2) on crit: +23 lightning / +12 mind Damage against: +56% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 40% Wil, 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Turns elapse between self-loadings: 1 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 48% chance to disease On weapon crit: * splashes the target with acid Damage (Ranged): +20 acid / +47 darkness / +55 blight Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +8 arcane / +4 darkness Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +5 Defense: +8 (+1 eff.) Fatigue: -28% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes stats: +23 Str / +6 Mag / +11 Wil Changes resistances: +10% physical Changes resistances penetration: +10% nature / +20% blight Spell save: +29 (+7 eff.) Maximum life: +39.00 Maximum mana: +44.00 Maximum stamina: +27.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +10% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused 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 (163 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 5 power out of 9/9) : Effective talent level: 2.0 Power cost: 5 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 650.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 95 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Feral the Homosuperior Temporal Warden level 8
75th Pyre 122nd year of Ascendancy at 05:57 see stats
By Feral the Homosuperior Temporal Warden level 62
26th Dusk 122nd year of Ascendancy at 13:43 see stats
By Feral the Homosuperior Temporal Warden level 34
23rd Dusk 122nd year of Ascendancy at 13:03 see stats
By Feral the Homosuperior Temporal Warden level 10
75th Pyre 122nd year of Ascendancy at 11:33 see stats
By Feral the Homosuperior Temporal Warden level 20
5th Dusk 122nd year of Ascendancy at 00:32 see stats
By Feral the Homosuperior Temporal Warden level 30
23rd Dusk 122nd year of Ascendancy at 04:50 see stats
By Feral the Homosuperior Temporal Warden level 40
25th Dusk 122nd year of Ascendancy at 14:47 see stats
By Feral the Homosuperior Temporal Warden level 50
25th Dusk 122nd year of Ascendancy at 21:32 see stats
By Feral the Homosuperior Temporal Warden level 70
27th Dusk 122nd year of Ascendancy at 09:50 see stats
By Feral the Homosuperior Temporal Warden level 11
75th Pyre 122nd year of Ascendancy at 19:02 see stats
By Feral the Homosuperior Temporal Warden level 11
75th Pyre 122nd year of Ascendancy at 19:02 see stats
By Feral the Homosuperior Temporal Warden level 13
77th Pyre 122nd year of Ascendancy at 03:44 see stats
By Feral the Homosuperior Temporal Warden level 55
26th Dusk 122nd year of Ascendancy at 02:58 see stats
By Feral the Homosuperior Temporal Warden level 37
24th Dusk 122nd year of Ascendancy at 14:28 see stats
By Feral the Homosuperior Temporal Warden level 5
74th Pyre 122nd year of Ascendancy at 20:17 see stats
By Feral the Homosuperior Temporal Warden level 3
74th Pyre 122nd year of Ascendancy at 15:40 see stats
By Feral the Homosuperior Temporal Warden level 11
75th Pyre 122nd year of Ascendancy at 19:26 see stats
Log
You gain 4.94 gold from the transmogrification of glacial dwarven-steel battleaxe (32-48 power, 2 apr).
You gain 7.43 gold from the transmogrification of flaming voratun battleaxe of the mystic (58-87 power, 4 apr).
You gain 8.66 gold from the transmogrification of flaming voratun battleaxe of ruin (57-85.5 power, 4 apr).
You gain 3.17 gold from the transmogrification of flaming voratun battleaxe (58.5-87.75 power, 4 apr).
You gain 2.75 gold from the transmogrification of flaming stralite battleaxe of massacre (52-78 power, 3 apr).
You gain 2.71 gold from the transmogrification of flaming stralite battleaxe (46.5-69.75 power, 3 apr).
You gain 6.70 gold from the transmogrification of elemental stralite battleaxe (43-64.5 power, 3 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel battleaxe 'Lisawe' (59.5-89.25 power, 2 apr).
You gain 3.23 gold from the transmogrification of chilling steel battleaxe of phasing (21.5-32.25 power, 11 apr).
You gain 3.80 gold from the transmogrification of caustic iron battleaxe (13.5-20.25 power, 1 apr).
You gain 6.21 gold from the transmogrification of balanced voratun battleaxe (58.5-87.75 power, 4 apr).
You gain 6.25 gold from the transmogrification of balanced dwarven-steel battleaxe of phasing (29-43.5 power, 16 apr).
You gain 3.53 gold from the transmogrification of stralite ring of pilfering.
You gain 1.06 gold from the transmogrification of teleportation rune of the duelist (range 149).
You gain 2.18 gold from the transmogrification of heat beam rune of the warrior (585 fire damage).
You gain 2.09 gold from the transmogrification of heat beam rune of the psychic (439 fire damage).
You gain 3.85 gold from the transmogrification of controlled phase door rune (range 9).
You gain 1.00 gold from the transmogrification of wild infusion (resist 29%; cure mental).
You gain 1.00 gold from the transmogrification of wild infusion (resist 25%; cure magical, physical).
You gain 1.15 gold from the transmogrification of sun infusion of the warrior (rad 7; power 85; turns 5; dispels darkness).
You gain 0.66 gold from the transmogrification of sun infusion (rad 8; power 22; turns 4; dispels darkness).
You gain 0.65 gold from the transmogrification of sun infusion (rad 8; power 21; turns 5; dispels darkness).
Quest 'The Sect of Kryl-Feijan' is done! (Press 'j' to see the quest log)
Personal New Achievement: Savior of the damsels in distress (Uniques)!
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Feral deactivates Weapon Folding.
Feral deactivates Contingency.
Feral deactivates Bone Shield.