Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
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 Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra 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: Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Doctornull's Class Pack 1.4.2This 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. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
magebow class v18 1.3.1Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Steamtech UI 1.1.4 Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Elementals Race 1.2.1Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 New Gem Types 1.4.2Adds 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! Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Forgeknight 1.2.4The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Arcane Gladiator 1.1.5v0.1 -- Initial release A few minor changes to the skill-tree configuration and stats. Arcane gladiators are professional arena combatants that have learned to enhance their combat prowess with magic. This is my first AddOn for ToME4; suggestions in regards to balance will be appreciated. So what are you waiting for? 'Ave a go, ya mug! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Sunwalker |
| Class | Adventurer |
| Level / Exp | 46 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 26 on the 1st Summertide 122nd year of Ascendancy at 11:16 6 / 1 |
Primary Stats
| Strength | 133 (base 60) |
| Dexterity | 80 (base 60) |
| Constitution | 71 (base 60) |
| Magic | 87 (base 60) |
| Willpower | 74 (base 60) |
| Cunning | 99 (base 60) |
Resources
| Life | 3613/3722 |
| Mana | 835/835 |
| Stamina | 745/768 |
| Positive | 470/470 |
| Healing Factor | 1.69 |
| Regeneration | 53.7251 |
Speed
| Mental | +59.8% |
| Attack | +44.8% |
| Movement | +206.5% |
| Spell | +44.8% |
| Global | +138.65% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 364 |
| Accuracy | 88 |
| Crit Chance | 141% |
| APR | 37 |
| Speed | 0.63 |
Offense: Offhand
| Damage | 296 |
| Accuracy | 88 |
| Crit Chance | 141% |
| APR | 37 |
| Speed | 0.63 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 76% |
| Speed | 0.69060773480663 |
Offense: Mind
| Mindpower | 98 |
| Crit Chance | 66% |
| Speed | 0.69060773480663 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 74.05 (80%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 71 |
| Mental Save | 61 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 75.95 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Expertise / Swords | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Windcutter | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Glyphs | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Gladiator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Sunwalker | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 0.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Chant of Resistance |
| talent | Frenzy |
| talent | Battlesurge |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Dexterous Strikes |
| talent | Air Stance |
| talent | Shielding |
| talent | Wind Storm |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | You swaped an item without taking time this turn. Swift Hands |
Quests
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning 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. | active |
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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 8. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Getisin the Darkwinnow (0 def, 4 armour) Getisin the Darkwinnow (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances penetration: +20% darkness Maximum encumbrance: +20 Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | reforged Infernoviper (5 def, 19 armour) reforged Infernoviper (5 def, 19 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +19 Defense: +5 (+1 eff.) Fatigue: +0% Changes stats: +9 Str / +4 Dex / +2 Mag / +9 Cun Changes resistances: +10% lightning / +10% physical / +13% nature / +10% temporal Changes damage: +6% fire Talent mastery: +0.10 Chronomancy / Chronomancy Reduces incoming crit damage: 5.00% Physical save: +9 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +18 (+5 eff.) Blindness immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +19% Fear immunity: +25% Stamina each turn: +1.25 Maximum life: +109.00 Maximum stamina: +68.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Adudavena the Duskgash (0 def, 9 armour) Adudavena the Duskgash (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Armour: +9 Damage (Melee): 18 darkness Changes stats: +9 Cun / +9 Dex Changes resistances: +13% darkness Changes resistances penetration: +10% blight / +5% fire / +15% darkness Changes damage: +16% darkness / +9% blight Mental save: +12 (+3 eff.) Maximum life: +67.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 40% chance to disease * 33% chance to inflict damage reduction It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| On fingers | psionicist's copper ring of fire (+22%) psionicist's copper ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +4 (+1 eff.) Rings can have magical properties. |
| On fingers | stralite ring of fire (+32%) stralite ring of fire (+32%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% fire Changes damage: +16% fire Rings can have magical properties. |
| Around neck | steel amulet 'Shadebone' steel amulet 'Shadebone'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +3 Wil Changes resistances: +3% darkness Changes damage: +3% darkness Amulets can have magical properties. |
| In main hand | masterforged stralite waraxe (64-89.6 power, 15 apr) masterforged stralite waraxe (64-89.6 power, 15 apr)Requires: - Strength 19 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 64.0 - 89.6 Uses stats: 30% Wil, 70% Mag, 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +41 Armour Penetration: +15 Physical crit. chance: +11.5% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +49 acid / +29 physical / +29 cold Burst (radius 1) on hit: +20 acid When wielded/worn: Changes damage: +12% light One-handed war axes. |
| Around waist | insulating hardened leather belt of life insulating hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire / +8% cold Life regen: +2.40 Healing mod.: +18% A belt that goes around your waist. |
| In off hand | masterforged stralite waraxe (57-79.8 power, 15 apr) masterforged stralite waraxe (57-79.8 power, 15 apr)Requires: - Strength 19 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 57.0 - 79.8 Uses stats: 30% Wil, 70% Mag, 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +41 Armour Penetration: +15 Physical crit. chance: +11.5% Attack speed: 100% When this weapon hits: Perfect Strike (10% chance level 1). On weapon hit: * 24% chance to disease Damage (Melee): +20 lightning / +29 light / +22 blight / +29 cold / +29 mind Burst (radius 1) on hit: +20 cold When wielded/worn: Changes damage: +12% lightning One-handed war axes. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | masterforged stralite mail armour (32.5 def, 23 armour) masterforged stralite mail armour (32.5 def, 23 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +32 (+9 eff.) Fatigue: +11% Changes stats: +5 Str / +4 Con Changes resistances: +10% lightning / +10% physical / +10% acid Reduce damage by fixed amount: +8 all Changes damage: +8% all Physical save: +25 (+7 eff.) Cut immunity: +25% Pinning immunity: +25% Knockback immunity: +25% Life regen: +5.45 Maximum life: +341.00 Healing mod.: +23% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 346) healing infusion of the warrior (heal 346)Requires: - Level 15 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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. This item has been sent to the Item's Vault. |
healing infusion of the wizard (heal 275) healing infusion of the wizard (heal 275)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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 duelist (heal 332 over 5 turns) regeneration infusion of the duelist (heal 332 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. 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 wizard (heal 575 over 5 turns) regeneration infusion of the wizard (heal 575 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 575 life over 5 turns. Its effects scale with your Magic 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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: 7 Travel Speed: instantaneous Usage Speed: Spell (69% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Blindspar the stralite amulet Blindspar the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 20 darkness Changes stats: +9 Str / +8 Dex / +9 Wil Changes resistances: +12% darkness Changes damage: +3% mind Amulets can have magical properties. |
voratun amulet 'Festerpain' voratun amulet 'Festerpain'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 arcane Changes stats: +7 Wil Changes resistances: +3% nature Changes resistances penetration: +5% arcane Mental save: +15 (+4 eff.) Confusion immunity: +23% Teleport immunity: +50% Life regen: +3.80 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Mindpower: +14 (+3 eff.) It can be used to teleport you randomly (rad 60), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
reforged Cyrynn the Blazelore (103-164.8 power, 14 apr) reforged Cyrynn the Blazelore (103-164.8 power, 14 apr)Requires: - Strength 30 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 103.0 - 164.8 Uses stats: 30% Wil, 78% Mag, 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +50 Armour Penetration: +14 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Bleeding Edge (10% chance level 1). Damage (Melee): +30 lightning / +30 physical / +8 blight / +58 acid Burst (radius 1) on hit: +28 acid When wielded/worn: Accuracy: +38 (+7 eff.) Physical crit. chance: +19.0% Physical power: +20 (+2 eff.) Defense: +20 (+5 eff.) Changes stats: +12 Dex / +1 Mag / +1 Cun Changes resistances penetration: +5% lightning Changes damage: +12% blight / +13% arcane Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +48% See invisible: +3 Massive two-handed swords. |
reforged voratun greatsword 'Pusfear' (102.5-164 power, 14 apr) reforged voratun greatsword 'Pusfear' (102.5-164 power, 14 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.5 - 164.0 Uses stats: 30% Wil, 50% Mag, 141% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +14 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Tidal Wave (10% chance level 3). When this weapon hits: Greater Weapon Focus (10% chance level 1). On weapon hit: * Slows global speed by 20% * 40% chance to cause random gloom Damage (Melee): +31 temporal / +58 light / +31 fire / +4 nature When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 41% Damage when hit (Melee): 12 nature Changes resistances: +3% nature Changes resistances penetration: +20% acid / +21% cold / +21% fire / +5% nature / +19% lightning Changes damage: +13% cold Massive two-handed swords. |
Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
masterforged iron longsword (20.5-28.7 power, 12 apr) masterforged iron longsword (20.5-28.7 power, 12 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 20.5 - 28.7 Uses stats: 30% Wil, 50% Mag, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +12 Physical crit. chance: +7.5% Attack speed: 100% When this weapon hits: Flame (15% chance level 3). Damage (Melee): +24 blight / +24 light / +12 darkness / +24 nature When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes damage: +10% light Disarm immunity: +22% Sharp, long, and deadly. This item has been sent to the Item's Vault. |
reforged Hostir the Duskquencher (84-117.6 power, 31 apr) reforged Hostir the Duskquencher (84-117.6 power, 31 apr)Requires: - Strength 30 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 84.0 - 117.6 Uses stats: 30% Wil, 70% Mag, 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +43 Armour Penetration: +31 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Bleeding Edge (10% chance level 1). When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 20% chance to disease Damage (Melee): +50 acid / +30 physical / +30 blight / +30 fire Burst (radius 1) on hit: +20 acid Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 41% chance to inflict damage reduction Damage when hit (Melee): 12 blight Changes resistances: +3% blight / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +13% blight Sharp, long, and deadly. |
stralite mace (34.5-48.3 power, 5 apr) stralite mace (34.5-48.3 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
Viper's Retort (24-28.8 power, 8 apr, nature element) Viper's Retort (24-28.8 power, 8 apr, nature element)Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 30% Wil, 115% Mag, 65% Cun Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes damage: +20% acid / +20% nature Talents cooldown: Healing Light (-1 turn) Poison Storm (-2 turns) Venomous Strike (-2 turns) Arcane Reconstruction (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +25% The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. This item has been sent to the Item's Vault. |
Thunderjustice the drakeskin leather belt Thunderjustice the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +5 Cun / +8 Lck Changes resistances: +9% darkness / +1% physical Changes resistances penetration: +10% mind Changes damage: +3% lightning Reduced damage from: +45% Summoned Trap disarming bonus: +21 Stealth bonus: +13 Spell save: +3 (+0 eff.) Mental save: +19 (+5 eff.) Spellpower: +8 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
drakeskin leather gloves 'Shadowreign' (4 def, 3 armour) drakeskin leather gloves 'Shadowreign' (4 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 20 light / 20 darkness Changes resistances: +15% light / +15% darkness Changes damage: +10% light / +11% darkness Physical save: +30 (+8 eff.) Mental save: +10 (+3 eff.) Silence immunity: +5% Disarm immunity: +67% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 55% chance to blind * 15% chance to inflict damage reduction Damage (Melee): +8 darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nuvena the Umbraglamour (3 def, 0 armour) Ce'Nuvena the Umbraglamour (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 41% chance to blind * 15% chance to inflict damage reduction Changes resistances: +15% physical / +15% darkness / +6% light / +27% nature / +20% mind Changes resistances penetration: +15% darkness Changes damage: +20% physical / +17% darkness / +3% light / +18% nature / +10% mind Physical save: +13 (+4 eff.) Mental save: +16 (+4 eff.) Maximum hate: +13.00 Maximum psi: +34.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
Gilonaridar (3 def, 0 armour) Gilonaridar (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +6 Mag / +8 Wil Changes resistances: +28% fire / +17% darkness / +20% physical Changes resistances penetration: +15% arcane Changes damage: +19% fire / +18% darkness / +20% physical Physical save: +3 (+1 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +12.00 Spellpower: +4 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +3% Damage Shield penetration: +10% A pointy cloth hat, very wizardly... |
masterforged stralite mail armour (7.5 def, 23 armour) masterforged stralite mail armour (7.5 def, 23 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +8 (+2 eff.) Fatigue: +16% Changes resistances: +10% lightning / +24% fire / +10% darkness / +10% acid Talent cooldown: Shield Pummel (-1 turn) Physical save: +17 (+5 eff.) Cut immunity: +25% Pinning immunity: +25% Knockback immunity: +25% Life regen: +3.75 Maximum life: +218.00 A suit of armour made of mail. |
Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 9 - Talent Armour Training (level 2) Powered by arcane forces Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +31 (+8 eff.) Fatigue: +16% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Physical save: +9 (+3 eff.) Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
quiver of elven-wood arrows of wind (21/21, 43.5-60.9 power, 14 apr) quiver of elven-wood arrows of wind (21/21, 43.5-60.9 power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
hematite 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% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 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% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+7 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+7 eff.) Changes damage: +8% all When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Acid When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
3 verdite 3 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 When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 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% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 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% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to invoke your inner bearness, costing 10 power out of 10/10. Awesome rock!!! |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 272/400. 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. |
Elybeth the Morningpanic (22/22, 67-80.4 power, 6 apr) Elybeth the Morningpanic (22/22, 67-80.4 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 22 On weapon hit: * 40% chance to disease * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +12 lightning / +12 light / +20 gravity / +4 blight Burst (radius 1) on hit: +8 light / +4 blight Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
3 small geode 3 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% When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. 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% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. 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: 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% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 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% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ochiwa the Sunwalker Adventurer level 25
6th Mirth 122nd year of Ascendancy at 02:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ochiwa the Sunwalker Adventurer level 42
4th Dusk 122nd year of Ascendancy at 11:01 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ochiwa the Sunwalker Adventurer level 25
6th Mirth 122nd year of Ascendancy at 01:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ochiwa the Sunwalker Adventurer level 10
76th Pyre 122nd year of Ascendancy at 19:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ochiwa the Sunwalker Adventurer level 20
4th Mirth 122nd year of Ascendancy at 14:02 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ochiwa the Sunwalker Adventurer level 30
1st Summertide 122nd year of Ascendancy at 16:52 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Ochiwa the Sunwalker Adventurer level 40
3rd Dusk 122nd year of Ascendancy at 19:17 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Ochiwa the Sunwalker Adventurer level 39
3rd Dusk 122nd year of Ascendancy at 19:01 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Ochiwa the Sunwalker Adventurer level 44
5th Dusk 122nd year of Ascendancy at 09:58 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ochiwa the Sunwalker Adventurer level 35
2nd Summertide 122nd year of Ascendancy at 13:23 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ochiwa the Sunwalker Adventurer level 31
1st Summertide 122nd year of Ascendancy at 23:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ochiwa the Sunwalker Adventurer level 30
1st Summertide 122nd year of Ascendancy at 17:01 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Ochiwa the Sunwalker Adventurer level 45
5th Dusk 122nd year of Ascendancy at 19:28 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ochiwa the Sunwalker Adventurer level 25
6th Mirth 122nd year of Ascendancy at 02:10 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ochiwa the Sunwalker Adventurer level 25
6th Mirth 122nd year of Ascendancy at 02:10 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Ochiwa the Sunwalker Adventurer level 37
3rd Dusk 122nd year of Ascendancy at 12:51 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ochiwa the Sunwalker Adventurer level 36
3rd Dusk 122nd year of Ascendancy at 12:14 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ochiwa the Sunwalker Adventurer level 20
4th Mirth 122nd year of Ascendancy at 14:02 see stats
Log
Ochiwa wears: reforged Infernoviper (5 def, 19 armour).
Saving game...
You transfer healing infusion of the warrior (heal 346) from the online item's vault.
Saving done.
You transfer stabilizing dwarven-steel helm of the depths (0 def, 4 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Ochiwa deactivates Chant of Resistance.
Ochiwa deactivates Arcane Shield.
Ochiwa deactivates Searing Sight.
Ochiwa deactivates Shielding.
Ochiwa deactivates Battlesurge.
Ochiwa deactivates Frenzy.
Ochiwa deactivates Air Stance.
Ochiwa deactivates Dexterous Strikes.
Ochiwa deactivates Wind Storm.
Ochiwa deactivates Weapon of Light.
