Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Allow Respec Anywhere 1.2.3Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.1Content 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: Shadowmancy 1.2.1 Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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 Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Items Vault 1.3.0Donators/Buyers bonus! Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: magebow class v18 1.3.1Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 52 / 34% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 116 (base 60) |
Dexterity | 61 (base 60) |
Constitution | 49.909205356695 (base 60) |
Magic | 69 (base 60) |
Willpower | 81 (base 60) |
Cunning | 62 (base 60) |
Resources
Mana | 1526/1526 |
Psi_feedback | 58/765 |
Life | 22479/22639 |
Positive | 928/946 |
Stamina | 1146/1146 |
Healing Factor | 1 |
Regeneration | 111.14615246198 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +275% |
Spell | +240.60076740764% |
Global | +375% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 9 |
Offense: Mainhand
Damage | 192 |
Accuracy | 100 |
Crit Chance | 82% |
APR | 167 |
Speed | 0.34 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 88 |
Crit Chance | 52% |
Speed | 0.29359886873161 |
Cooldown Reduction | 139.80339928348 |
Offense: Mind
Mindpower | 104.08333333333 |
Crit Chance | 39% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 214.65 (100%) |
Defense | 66.871600446391 |
Ranged Defense | 68.871600446391 |
Fatigue | 0 |
Physical Save | 175.30051374005 |
Spell Save | 185.7772192086 |
Mental Save | 177.63182242062 |
Defense: Resistances
All | +117%(100%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 20% |
Blind Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Spell (29% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 153 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -5 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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 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 | Mental Tyranny |
talent | Through The Crowd |
talent | Weapon of Light |
talent | Searing Sight |
talent | Weapon of Wrath |
talent | Precise Strikes |
talent | Chant of Light |
talent | Daunting Presence |
beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
detrimental effect | The target is infected by a disease, reducing its constitution by 33 and doing 114.06 blight damage per turn. Rotting Disease |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | Absorbs 75 damage from the next blockable attack. Blocking |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 41%, reducing spell cooldowns by 40%, and preventing damage over 63% of your maximum life from a single hit. Suncloak |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
On feet | pair of hardened leather boots 'Kindlefame' (0 def, 11 armour) pair of hardened leather boots 'Kindlefame' (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +3% Changes stats: +4 Con / +5 Wil Changes resistances: +20% lightning / +11% temporal / +9% light Changes resistances penetration: +5% acid / +7% physical / +20% light Changes damage: +9% light Physical save: +11 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +8 (+1 eff.) Mindpower: +6 (+1 eff.) Light radius: +3 Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)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, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind 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. |
On head | Grinyrion the Cloudbringer (0 def, 3 armour) Grinyrion the Cloudbringer (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to disease * 30% chance to daze Changes stats: +3 Wil Changes resistances: +7% blight / +7% cold Changes resistances penetration: +10% lightning Changes damage: +6% lightning Allows you to breathe in: water Mental save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | stone warden's hardened leather gloves (0 def, 7 armour) stone warden's hardened leather gloves (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Armour Hardiness: +8% Changes stats: +11 Con Changes resistances: +7% physical When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Aeroleblek the Charjam [power 165] (3 cooldown) Aeroleblek the Charjam [power 165] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +21% fire Maximum wards: +5 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +20% fire Changes damage: +12% light Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +5 Strike +1 Ward Maximum pos.energy: +13.00 Light radius: +4 It can be used to creates a wall of flames lasting for 4 turns (dam 165 overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
On fingers | marksman's copper ring of blight (+10%) marksman's copper ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | voratun waraxe of torment (38.5-53.9 power, 6 apr) voratun waraxe of torment (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +10% mind / +5% darkness One-handed war axes. |
Around waist | Kilnpeal KilnpealInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Wil / +2 Con Mental save: +7 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +33.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
In off hand | warded dwarven-steel shield (8 def, 2 armour, 28-33.6 power, 75 block) warded dwarven-steel shield (8 def, 2 armour, 28-33.6 power, 75 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +75 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talents granted: +1 Ward +3 Block Handheld deflection devices. |
Cloak | Raguthad (8 def, 18 armour) Raguthad (8 def, 18 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 16 blight Changes resistances: +3% temporal / +15% light / +6% blight / +35% cold / +17% fire Changes damage: +9% temporal Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Runitar the stralite mail armour (4 def, 8 armour) Runitar the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +11 Str / +7 Mag / +9 Wil / +6 Con Changes resistances: +15% lightning / +23% fire / +6% mind Changes resistances penetration: +10% arcane Changes damage: +9% acid / +21% arcane Spell save: +25 (+2 eff.) Mental save: +19 (+2 eff.) Maximum life: +50.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +8% Mindpower: +18 (+3 eff.) Mental crit. chance: +8% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
Inventory
movement infusion of the duelist (658% speed; 6 turns) movement infusion of the duelist (658% speed; 6 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the sneak (heal 715 over 5 turns) regeneration infusion of the sneak (heal 715 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 715 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (809 fire damage) heat beam rune of the psychic (809 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: -7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 809.42 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 16; power 52; dur 6) phase door rune of the wizard (range 16; power 52; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Spell (29% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 52%, your defense is increased by 52 and all your resistances by 52%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Lightningpunish' copper amulet 'Lightningpunish'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Changes resistances penetration: +15% arcane Changes damage: +6% arcane Blindness immunity: +28% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+1 eff.) Infravision radius: +6 Sight radius: +4 See invisible: +14 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. pixie's gold ringpixie's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel greatmaul of sweeping (40-60 power, 2 apr)thunderous dwarven-steel greatmaul of sweeping (40-60 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 28% chance to daze When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +14% lightning * Grants [Sweeping Blows] Talent Massive two-handed mauls. |
Stardream the voratun greatsword (83.5-133.6 power, 4 apr) Stardream the voratun greatsword (83.5-133.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 49% chance to daze Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +19 (+3 eff.) Damage when hit (Melee): 16 nature / 4 light Changes stats: +7 Str / +11 Dex / +5 Mag / +6 Wil / +8 Cun / +5 Con Changes resistances penetration: +17% lightning / +10% fire Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +3 Global speed: +7% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatsword of ruin (38-60.8 power, 2 apr)elemental dwarven-steel greatsword of ruin (38-60.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Changes resistances penetration: +14% acid / +17% fire / +19% lightning / +19% cold Critical mult.: +23.00% Massive two-handed swords. |
steel greatsword of projection (21.5-34.4 power, 2 apr) steel greatsword of projection (21.5-34.4 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Voruwen the Sunmoon Voruwen the SunmoonRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 On weapon hit: * 20% chance to inflict damage reduction * 40% chance to blind Travel speed: +200% Damage (Ranged): +11 acid / +10 cold When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +9% physical / +11% temporal Changes damage: +12% acid / +14% temporal / +3% light / +13% cold / +9% darkness / +14% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% It can be used to activate talent Bloom Heal (costing 35 power out of 60/60) : Effective talent level: 1.0 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Ravenwhisper the mossy mindstar (3-3.3 power, 12 apr, nature damage) Ravenwhisper the mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 temporal / +8 nature slow Damage against: +6% Undead When wielded/worn: Changes resistances: +6% blight / +13% darkness / +7% nature Changes resistances penetration: +25% darkness / +5% mind Changes damage: +3% temporal / +4% nature / +6% mind Mental save: +10 (+1 eff.) Stamina when hit: +0.80 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 292.47 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel spear 'Bolttrail' (23-32.2 power, 6 apr) dwarven-steel spear 'Bolttrail' (23-32.2 power, 6 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Acid Mastery: Greatweapon Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 20% chance to corrode armour * 20% chance to torment the target Damage (Melee): +16 acid / +13 temporal / +8 lightning / +13 nature Burst (radius 2) on crit: +14 ice / +4 lightning Thrust Range: 2 Thrust Range: 2 When wielded/worn: Armour: +10 Changes resistances: +15% lightning / +3% acid Changes resistances penetration: +7% cold / +8% mind / +9% darkness Changes damage: +3% lightning A spear. |
This item will automatically be transmogrified when you leave the level. Guda the blue-steel trident (20-32 power, 8 apr)Guda the blue-steel trident (20-32 power, 8 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 mind Burst (radius 2) on crit: +8 temporal Thrust Range: 2 Thrust Range: 2 When wielded/worn: Armour penetration: +12 Changes stats: +2 Cun Changes resistances: +6% all Changes resistances penetration: +13% nature / +13% physical Changes damage: +9% mind / +13% physical Mental save: +18 (+2 eff.) Mental crit. chance: +2% * Grants [Sweeping Blows] Talent It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of the leech (21.5-30.1 power, 4 apr)inquisitor's dwarven-steel waraxe of the leech (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% * 19 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 11 nature slow One-handed war axes. |
piercing voratun waraxe of massacre (45.5-63.7 power, 6 apr) piercing voratun waraxe of massacre (45.5-63.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +6 Physical crit. chance: +11.0% Attack speed: 100% One-handed war axes. |
Runeyon the Sparkraider (43-47.3 power, 4 apr) Runeyon the Sparkraider (43-47.3 power, 4 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 43.0 - 47.3 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 143% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +18 lightning When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +28.0% Physical power: +14 (+2 eff.) Changes stats: +7 Dex Changes resistances: +9% lightning Changes resistances penetration: +25% lightning / +15% mind Changes damage: +15% mind / +9% lightning A long, leather whip. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 51.88 to 155.65 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
This item will automatically be transmogrified when you leave the level. cosmic stralite buckler of the shroudcosmic stralite buckler of the shroud Requires: - Dexterity 28 - Strength 28 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / buckler ; tier 4 When used to attack (with talents): Base power: 31.5 - 34.7 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +2.5% Burst (radius 2) on crit: +23 light / +34 darkness When wielded/worn: Physical crit. chance: +6.0% Defense: +10 (+2 eff.) Fatigue: +7% Changes resistances: +25% darkness / +17% mind / +13% light Talent granted: +4 Guard Stealth bonus: +17 Spell save: +34 (+3 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. steel buckler of radiancesteel buckler of radiance Requires: - Dexterity 14 - Strength 14 Powered by arcane forces 3.00 Encumbrance. Type: armor / buckler ; tier 2 When used to attack (with talents): Base power: 14.0 - 15.4 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Damage (Melee): +14 light When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 22% chance to blind Changes stats: +3 Mag / +5 Con Changes resistances: +14% light Talent granted: +2 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 35 power out of 60/60) : Effective talent level: 1.0 Power cost: 35 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 276.10 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Nimbusmortal the pair of dwarven-steel boots (0 def, 4 armour) Nimbusmortal the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: -5% Effects on melee hit: * Slows global speed by 15% * 40% chance to daze Changes stats: +4 Con / +4 Wil Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +7% physical Changes damage: +6% nature / +3% lightning Maximum encumbrance: +29 Physical save: +8 (+1 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Neritira the Moldmire (0 def, 1 armour) Neritira the Moldmire (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances: +3% nature / +3% temporal Changes resistances penetration: +5% nature Life regen: +2.10 Stamina each turn: +0.40 Psi each turn: +0.13 When used to modify unarmed attacks: Base power: 15.0 - 21.0 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * Slows global speed by 20% * 40% chance to gain 10% of a turn Damage (Melee): +8 nature / +4 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
nimble reinforced leather armour of the hero (14 def, 7 armour) nimble reinforced leather armour of the hero (14 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +6 Str / +8 Dex / +6 Mag / +7 Wil / +3 Cun Movement speed: +20% A suit of armour made of leather. |
rejuvenating drakeskin leather armour of the deep (5 def, 9 armour) rejuvenating drakeskin leather armour of the deep (5 def, 9 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +9% acid / +8% cold Allows you to breathe in: water Life regen: +6.00 Stamina each turn: +1.40 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of the wind (8 def, 2 armour)rough leather armour of the wind (8 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +8 (+2 eff.) Fatigue: +6% Stamina each turn: +0.70 Chance to avoid any damage: +6% It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
flaming stralite shield of lightning resistance (+23%) (10 def, 2 armour, 45.5-54.6 power, 141.5 block) flaming stralite shield of lightning resistance (+23%) (10 def, 2 armour, 45.5-54.6 power, 141.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 Burst (radius 1) on hit: +14 fire When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +23% lightning Talent granted: +4 Block Handheld deflection devices. |
Samodundil the Kindlereek (14/14, 15-21 power, 5 apr) Samodundil the Kindlereek (14/14, 15-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 20% chance to blind * 7% chance to disease Damage (Ranged): +12 light / +15 blight / +12 arcane Burst (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
130 alchemist agate 130 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's dwarven-steel pickaxe (dig speed 16 turns) soldier's dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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 118 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful pouch of stralite shots (17/17, 43-51.6 power, 5 apr) hateful pouch of stralite shots (17/17, 43-51.6 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 17 Damage (Ranged): +9 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Carrionviper' (22/22, 45-54 power, 5 apr) pouch of stralite shots 'Carrionviper' (22/22, 45-54 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 22 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 40% chance to daze * 21% chance to disease * 13% chance to gain 10% of a turn Damage (Ranged): +8 lightning / +13 temporal / +32 blight / +32 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of steel shots of accuracy (41/41, 24.5-29.4 power, 8 apr)sentry's pouch of steel shots of accuracy (41/41, 24.5-29.4 power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.5 - 29.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +8 Physical crit. chance: +4.5% Capacity: 41 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. |
Glimmerresolve [power 325] (47 cooldown) Glimmerresolve [power 325] (47 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +5% arcane Maximum wards: +2 blight / +3 fire / +4 cold Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Critical mult.: +5.00% Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +2 Damage Shield penetration: +30% It can be used to heal the target for 325, and remove up to 2 poisons or diseases, putting all charms on cooldown for 47 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By tar crackz the Ogre Sun Paladin level 9
77th Pyre 122nd year of Ascendancy at 14:16 see stats
By tar crackz the Ogre Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 19:43 see stats
By tar crackz the Ogre Sun Paladin level 20
3rd Dusk 122nd year of Ascendancy at 16:32 see stats
By tar crackz the Ogre Sun Paladin level 30
3rd Dusk 122nd year of Ascendancy at 23:13 see stats
By tar crackz the Ogre Sun Paladin level 40
5th Dusk 122nd year of Ascendancy at 07:42 see stats
By tar crackz the Ogre Sun Paladin level 50
9th Dusk 122nd year of Ascendancy at 08:50 see stats
By tar crackz the Ogre Sun Paladin level 13
7th Flare 122nd year of Ascendancy at 05:03 see stats
By tar crackz the Ogre Sun Paladin level 13
7th Flare 122nd year of Ascendancy at 05:03 see stats
By tar crackz the Ogre Sun Paladin level 52
9th Dusk 122nd year of Ascendancy at 10:53 see stats
By tar crackz the Ogre Sun Paladin level 13
4th Mirth 122nd year of Ascendancy at 04:53 see stats
By tar crackz the Ogre Sun Paladin level 4
75th Pyre 122nd year of Ascendancy at 07:55 see stats
By tar crackz the Ogre Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 15:29 see stats
Log
tar crackz HEALS from lightning damage!
Elven tempest hits tar crackz for (75 blocked), 221 lightning, 66 healing (221 total damage) [66 healing].
Tar crackz casts Path of the Sun.
Tar crackz's spell attains critical power!
Tar crackz is filled with the Sun's fury!
Tar crackz casts Wave of Power.
tar crackz performs a melee critical strike against Elven tempest!
Elven tempest vanishes from sight.
Elven tempest deactivates Secrets of the Eternals.
New Achievement: The bigger the better! (Nightmare (Roguelike) difficulty) (Uniques)!
tar crackzstrikes twice with Wave of Power!
tar crackz performs a melee critical strike against Elven tempest!
tar crackz performs a melee critical strike against Elven tempest!
tar crackz hits Elven tempest for 1827 mind, 3557 physical (5384 total damage).
tar crackz killed Elven tempest!
Tar crackz picks up (f.): pixie's gold ring.
Tar crackz deactivates Weapon of Wrath.
Tar crackz's solar fury subsides.
Tar crackz deactivates Mental Tyranny.
Tar crackz's solar fury subsides.
Tar crackz deactivates Searing Sight.
Tar crackz deactivates Precise Strikes.
Tar crackz is free from the rotting disease.
Tar crackz deactivates Weapon of Light.
Tar crackz deactivates Chant of Light.
Tar crackz deactivates Through The Crowd.
Tar crackz deactivates Daunting Presence.