









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ignore Race/Class Locks 1.7.0Modifies 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: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official 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:
Inferno Race Pack 1.7.0Adds a collection of my races. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Items Vault 1.7.6Donators/Buyers bonus! Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Verdant Class Pack 1.7.2Content 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 Exploration |
Sex | Female |
Race | Chronophage |
Class | Gravitic Infantry |
Level / Exp | 39 / 29% |
Size | big |
Lifes / Deaths | Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 18:33 / 104Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 18:53 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 19:18 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 19:38 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:03 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:28 Killed by Dozing Polelaith at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:53 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:10 Killed by Dozing Ivybeth at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:19 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:31 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:37 Killed by Dozing Polelaith at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:45 Killed by Dozing Ivybeth at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:53 Killed by Dozing Ivybeth at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:01 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:08 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:16 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:25 Killed by Dozing Polelaith at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:31 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:37 Killed by Dozing Ivybeth at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:45 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:57 Killed by Dozing Polelaith at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:17 Killed by Sleeping Zuborera at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:42 Killed by Dozing Polelaith at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:06 Killed by Dozing Ivybeth at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:31 Killed by Sleeping Zuborera at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:56 Killed by Dozing Polelaith at level 3 on the 76th Pyre 122nd year of Ascendancy at 01:21 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 01:46 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 02:05 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 02:30 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 02:55 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 03:21 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 03:53 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 04:18 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 04:40 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 05:00 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 05:22 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 05:42 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 06:02 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 06:25 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 06:50 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 07:14 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 07:34 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 07:54 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 08:19 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 08:44 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:11 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:33 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 10:00 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 10:20 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 10:40 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:01 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:26 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:52 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 12:12 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 12:37 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 12:59 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 13:25 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 14:05 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 14:32 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 14:52 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 15:12 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 15:37 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:01 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:27 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:56 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 17:28 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 17:53 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:20 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:45 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:10 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:35 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 20:03 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 20:31 Killed by Sleeping Zuborera at level 3 on the 76th Pyre 122nd year of Ascendancy at 21:05 Killed by snow giant thunderer at level 6 on the 1st Mirth 122nd year of Ascendancy at 19:02 Killed by snow giant thunderer at level 8 on the 5th Mirth 122nd year of Ascendancy at 08:47 Killed by Ce'Nolaith the white jelly at level 9 on the 8th Mirth 122nd year of Ascendancy at 00:22 Killed by elven tempest at level 9 on the 8th Mirth 122nd year of Ascendancy at 09:37 Killed by orc berserker at level 11 on the 2nd Summertide 122nd year of Ascendancy at 15:36 Killed by venom drake at level 12 on the 2nd Summertide 122nd year of Ascendancy at 18:18 Killed by Forest Troll Hedge-Wizard at level 12 on the 3rd Summertide 122nd year of Ascendancy at 06:38 Killed by rogue sapper at level 14 on the 1st Flare 122nd year of Ascendancy at 22:32 Killed by Bethothra the orc warrior at level 15 on the 3rd Flare 122nd year of Ascendancy at 09:04 Killed by Bethothra the orc warrior at level 15 on the 3rd Flare 122nd year of Ascendancy at 09:50 Killed by skeleton magus at level 16 on the 4th Flare 122nd year of Ascendancy at 17:23 Killed by luminous horror at level 17 on the 5th Flare 122nd year of Ascendancy at 15:35 Killed by onilug at level 18 on the 6th Flare 122nd year of Ascendancy at 23:34 Killed by skeleton mage at level 18 on the 7th Flare 122nd year of Ascendancy at 17:37 Killed by Xerolethra the broken golem at level 18 on the 8th Flare 122nd year of Ascendancy at 00:06 Killed by Xerolethra the broken golem at level 18 on the 8th Flare 122nd year of Ascendancy at 00:50 Killed by ultimate shivgoroth at level 18 on the 8th Flare 122nd year of Ascendancy at 01:22 Killed by teluvorta at level 18 on the 8th Flare 122nd year of Ascendancy at 11:03 Killed by Emelorin the cold drake at level 19 on the 8th Flare 122nd year of Ascendancy at 13:36 Killed by electric eel at level 19 on the 8th Flare 122nd year of Ascendancy at 17:51 Killed by Mayyyatira the dredgling at level 19 on the 8th Flare 122nd year of Ascendancy at 23:34 Killed by worm that walks at level 20 on the 1st Dusk 122nd year of Ascendancy at 02:02 Killed by Ce'Nadath the snow giant thunderer at level 21 on the 2nd Dusk 122nd year of Ascendancy at 19:17 Killed by Ce'Nadath the snow giant thunderer at level 21 on the 2nd Dusk 122nd year of Ascendancy at 19:59 Killed by Poramira the icy orc wyrmic at level 21 on the 2nd Dusk 122nd year of Ascendancy at 23:50 Killed by fire imp at level 22 on the 4th Dusk 122nd year of Ascendancy at 22:41 Killed by Adarin the multi-hued drake hatchling at level 23 on the 7th Dusk 122nd year of Ascendancy at 01:34 Killed by shadow at level 23 on the 7th Dusk 122nd year of Ascendancy at 17:43 Killed by orc necromancer at level 39 on the 14th Dusk 122nd year of Ascendancy at 11:29 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 30 (base 36) |
Constitution | 43 (base 60) |
Magic | 97 (base 60) |
Willpower | 29 (base 10) |
Cunning | 34 (base 10) |
Resources
Life | -69/1029 |
Stamina | 222/222 |
Paradox | 300 |
Healing Factor | 1.4397742564935 |
Regeneration | 108.02325459358 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | -4.4408920985006E-14% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 1 |
See Stealth | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 189 |
Accuracy | 57 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 63 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Light | +20% |
All | 0% |
Offense: Damage Penetration
Physical | +38% |
Temporal | +38% |
Defense: Base
Armour (hardiness) | 100.72105893372 (50%) |
Defense | 53 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 53 |
Mental Save | 54 |
Defense: Resistances
Acid | + 28%( 85%) |
Physical | + 57%( 85%) |
Cold | + 36%( 85%) |
All | + 15%( 85%) |
Lightning | + 35%( 85%) |
Light | + 41%( 85%) |
Temporal | + 51%( 85%) |
Mind | + 21%( 85%) |
Darkness | + 24%( 85%) |
Fire | + 28%( 85%) |
Arcane | + 2%( 85%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Disarm Resistance | 64% |
Bleed Resistance | 100% |
Teleport Resistance | 64% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 585 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 light, 3 physical, 3 nature, 3 fire |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal assault | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Gravitic combat | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Undead / Chronophage | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 2.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Feling | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.90 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Skin Like Silk |
talent | Weapon Folding |
talent | Gravity Locus |
beneficial effect | The target has 66 increased life regeneration. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 24 and doing 24.50 blight damage per turn. Rotting Disease |
beneficial effect | The target's defense and saves have been increased by 42. 3 Spin |
detrimental effect | Soul absorbed upon death. Soul Leech |
beneficial effect | The target's accuracy and power have been increased by 12. 3 Fateweaver |
beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
beneficial effect | Host of a Rime Wraith! Rime Wraith |
detrimental effect | The target is infected by a disease, reducing its dexterity by 24 and doing 24.50 blight damage per turn. Decrepitude Disease |
detrimental effect | Damage from necrotic minions increased by 36%. Black Ice |
beneficial effect | Infinite Dungeon Challenge (Level 39): Exterminator Challenge |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorFoes left: 0 | active |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (320)Turns left: 163 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (266)Turns left: 200 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (62)Turns left: 46 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorFoes left: 0 | active |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 19): Rush Hour (191)Turns left: 165 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 21): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 113 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (113)Turns left: 32 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): PacifistYou completed the challenge and received: +1 Category Point and +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 143 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 24): Rush Hour (143)Turns left: 87 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 176 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (176)Turns left: 123 | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 26): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): ExterminatorFoes left: 0 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 28): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorFoes left: 18 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorFoes left: 24 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 31): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 34): Near Sighted | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 37): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 401 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 38): Rush Hour (401)Turns left: 176 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 39): ExterminatorFoes left: 13 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): PacifistYou completed the challenge and received: +1 Prodigy Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (56)Turns left: 48 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorFoes left: 0 | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Changes stats: +11 Str / +2 Dex / +2 Mag Changes resistances: +15% acid / +15% fire / +6% lightning / +9% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Mr. Hoppy Mr. HoppyPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / frog ; tier 3 When wielded/worn: Changes stats: +10 Lck Changes resistances: +25% cold Allows you to breathe in: water Pinning immunity: +100% It can be used to transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%. Activation costs 20 power out of 20/20. Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
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 (+3 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. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Life regen: +3.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 48.50 arcane and 48.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% It can be used to activate talent Thermal Strike (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Focus thermal energy and strike an enemy for 166% weapon damage as cold. A burst of cold will then engulf them, doing an extra 81.9 Cold damage and also freeze them for 4 turns. If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns. The cold burst damage will scale with your Mindpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +7% temporal Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +20 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +12% lightning / +1% physical / +7% mind Mental save: +34 (+10 eff.) Life regen: +5.20 Stamina each turn: +0.80 A suit of armour made of leather. |
Inventory
![]() marksman's voratun ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +10 Dex Blindness immunity: +22% Infravision radius: +4 See stealth: +18 See invisible: +13 Rings make your fingers look great! |
![]() truestriking voratun battleaxe of phasing (58-87 power, 24 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +23% When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +14% physical Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of ruin (60-89 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +17.0% Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +17% physical Critical mult.: +24.00% Disarm immunity: +39% Massive two-handed battleaxes. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 100% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Str, 65% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 133.12 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() hateful stralite dagger of amnesia (31-40 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +12 darkness Damage against: +11% Living Sharp, short and deadly. |
![]() inquisitor's voratun dagger of evisceration (36-47 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Sharp, short and deadly. |
![]() Poruma the Quenchmarrow (69-110 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 69.0 - 110.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +17 Wil / +17 Con Changes resistances: +9% lightning / +9% nature Changes damage: +3% cold Spell save: +6 (+2 eff.) Maximum life: +76.00 Massive two-handed swords. |
![]() hateful voratun greatsword of shearing (62-99 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +12% Living When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +13 Changes resistances penetration: +10% all Massive two-handed swords. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 29 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() warden's dragonbone longbow of dexterity (+8) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Ammo reloads per turn: +5 Changes stats: +8 Dex / +3 Mag Changes resistances penetration: +32% physical / +9% temporal Changes damage: +15% physical / +11% temporal Talent mastery: +0.30 Chronomancy / Bow Threading 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. |
![]() Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 50% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+6 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+9 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 28.77 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 10% Cun, 50% Mag, 20% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% lightning / 20% cold When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% lightning / +10% fire Changes damage: +12% lightning / +12% physical / +12% cold / +12% acid / +12% fire Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+5 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 322.08 acid damage. Enemies caught in the acid have a 40% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, Willpower, or Magic, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower or Spellpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
This item will automatically be transmogrified when you leave the level. charmed stralite ritual blade of wizardry (22-28 power, 9 apr)charmed stralite ritual blade of wizardry (22-28 power, 9 apr) Requires: - Magic 28 - Dexterity 28 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 21.5 - 27.9 Uses stats: 95% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage conversion: 15% arcane When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +11% arcane Maximum mana: +29.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +8% Sharp, short and deadly. |
![]() short dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.19 Spellpower: +27 (+7 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.77 cold damage and 17.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow elven-silk cloak of Iron Throne (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +20% darkness Changes resistances penetration: +5% darkness Changes damage: +22% darkness Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() scholar's pair of drakeskin leather boots of invasion (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Changes resistances penetration: +8% physical Spellpower: +7 (+2 eff.) A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 200.43 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Critical mult.: +14.00% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +7% Confusion immunity: +0% Pinning immunity: +0% Stun/Freeze immunity: +73% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Timekeeper (9 def, 4 armour, 15-16 power, 39 block) Timekeeper (9 def, 4 armour, 15-16 power, 39 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 15.0 - 16.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Crit. chance: +5.0% Block value: +39 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% Changes resistances: +12% darkness / +12% temporal Talent granted: +2 Block Teleport immunity: +100% Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() psychokinetic quiver of dragonbone arrows of annihilation (24/24, 66-93 power, 21 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 66.5 - 93.1 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +12.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Travel speed: +200% Damage (Ranged): +8 physical Arrows are used with bows to pierce your foes to death. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 obsidian 2 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +15% physical 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: Defense: +20 (+7 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+7 eff.) Changes damage: +6% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all 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: Defense: +25 (+8 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+8 eff.) Changes damage: +8% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% 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: 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) Activation costs 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. |
3 geode 3 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 tiny geode 5 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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: Acid Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 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: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold 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: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Laira the Chronophage Gravitic Infantry level 36
13rd Dusk 122nd year of Ascendancy at 08:12 see stats
By Laira the Chronophage Gravitic Infantry level 34
11st Dusk 122nd year of Ascendancy at 22:13 see stats
By Laira the Chronophage Gravitic Infantry level 24
8th Dusk 122nd year of Ascendancy at 05:16 see stats
By Laira the Chronophage Gravitic Infantry level 10
10th Mirth 122nd year of Ascendancy at 01:39 see stats
By Laira the Chronophage Gravitic Infantry level 18
8th Flare 122nd year of Ascendancy at 09:34 see stats
By Laira the Chronophage Gravitic Infantry level 22
5th Dusk 122nd year of Ascendancy at 03:31 see stats
By Laira the Chronophage Gravitic Infantry level 10
8th Mirth 122nd year of Ascendancy at 10:12 see stats
By Laira the Chronophage Gravitic Infantry level 20
9th Flare 122nd year of Ascendancy at 15:12 see stats
By Laira the Chronophage Gravitic Infantry level 30
9th Dusk 122nd year of Ascendancy at 11:47 see stats
By Laira the Chronophage Gravitic Infantry level 31
10th Dusk 122nd year of Ascendancy at 05:59 see stats
By Laira the Chronophage Gravitic Infantry level 2
74th Pyre 122nd year of Ascendancy at 19:30 see stats
By Laira the Chronophage Gravitic Infantry level 35
12nd Dusk 122nd year of Ascendancy at 23:21 see stats
By Laira the Chronophage Gravitic Infantry level 17
6th Flare 122nd year of Ascendancy at 10:45 see stats
Log
Decrepitude Disease from Laira hits Large brown snake for 3 physical, 22 blight (25 total damage).
Orc necromancer hits Laira for 88 cold damage.
Orc necromancer receives 44 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Laira for 86 cold damage.
Orc necromancer uses Pride of the Orcs.
Orc necromancer receives 283 healing from Pride of the Orcs.
Orc necromancer casts Black Ice.
Orc necromancer hits Laira for 231 cold damage.
Orc necromancer's desolate waste area effect hits Laira for 22 cold damage.
Orc necromancer deactivates Hiemal Shield.
Orc necromancer is afflicted by a rotting disease!
Laira hits Orc necromancer for (150 absorbed), 111 physical, 1 physical, 8 light, 5 physical, 42 temporal, 4 physical, 23 arcane, 4 physical, 11 darkness (209 total damage).
Laira hits Large brown snake for 2 physical, 16 light (18 total damage).
Laira shrugs off the effect 'Hoarfrost'!
Rotting Disease from Orc necromancer hits Laira for 27 cold damage.
Decrepitude Disease from Orc necromancer hits Laira for 27 cold damage.
Orc necromancer's Hiemal Shield hits Laira for 42 cold damage.
Large brown snake receives 40 healing from Rime Wraith from Orc necromancer.
Large brown snake misses Laira.
Orc necromancer is no longer out of phase.
Orc necromancer hits Laira for 100 cold damage.
Rime Wraith from Orc necromancer hits Laira for 86 cold damage.
Decrepitude Disease from Laira hits Large brown snake for 3 physical, 22 blight (25 total damage).
Rotting Disease from Laira hits Orc necromancer for 2 physical, 11 blight (13 total damage).
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Orc necromancer casts Rune: Enchantment.
Orc necromancer misses Laira.
Orc necromancer roars triumphantly.