Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. Marksman 1.4.9A complete rework for Archer. 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord 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. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.8Exponential 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
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Midnight 1.4.8Adds 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. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Items Vault 1.4.8Donators/Buyers bonus! 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 Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Infinite Dungeon Variety 1.3.1Entirely 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. Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 38 / 69% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 67 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 101 (base 60) |
Magic | 76 (base 60) |
Willpower | 82 (base 60) |
Cunning | 78 (base 60) |
Resources
Mana | 587/587 |
Equilibrium | -12 |
Vim | 388/388 |
Life | 4128/4128 |
Stamina | 484/484 |
Paradox | 300 |
Healing Factor | 1.24 |
Regeneration | 125.8476 |
Speed
Mental | +11.3% |
Attack | +0.29999999999999% |
Movement | +1.5% |
Spell | +11.3% |
Global | +100.15% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 24.997943731725 |
See Invisible | 40.305195371316 |
Offense: Mainhand
Damage | 190 |
Accuracy | 68 |
Crit Chance | 142% |
APR | 53 |
Speed | 0.90 |
Offense: Offhand
Damage | 72 |
Accuracy | 68 |
Crit Chance | 144% |
APR | 54 |
Speed | 0.90 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 74% |
Speed | 0.8984725965858 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 88% |
Speed | 0.99700897308076 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 29.05 (30%) |
Defense | 35 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 53 |
Mental Save | 61 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Pinning Resistance | 15% |
Confusion Resistance | 61% |
Fear Resistance | 60% |
Knockback Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Taints | Effective talent level: 1.0 Taint: ShadeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Become semi-corporeal for 9 turns, allowing you to walk through walls. Your semi-corporeal state grants you 36% evasion but also reduces your healing by 36%. Scales with Taintmarks, which will increase when you inscribe a Taint. |
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 100 damage for 5 turns. |
Taints | Effective talent level: 1.0 Taint: AccelerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Corrupted energies refresh all you, lowering your cooldowns by 9. However, for the next 9 turns, all talents used will go on double cooldown. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Willful Hunter | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Trauma | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Prowler | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Mage warden | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Hunter | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Fiery Hands |
talent | Secrets of the Eternals |
talent | Premonition |
talent | Hunter's Helper |
talent | Weapon Folding |
talent | Inner Power |
talent | Ruin |
talent | Wild Attunement |
talent | Shock Hands |
talent | Gloom |
talent | Hymn of Detection |
talent | Total Thuggery |
Quests
You successfully escorted the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Cerise Montnoir. Escort: lost anorithil (level 15 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 20 of Infinite Dungeon. Escort: lost anorithil (level 20 of Infinite Dungeon)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You failed to protect the lost anorithil from death by uruivellas. Escort: lost anorithil (level 25 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Infinite Dungeon. Escort: lost anorithil (level 4 of Infinite Dungeon)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You abandoned lost anorithil to death. Escort: weary adventurer (level 21 of Infinite Dungeon) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Infinite Dungeon. Escort: worried loremaster (level 7 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | [vs. Abysswedge (0 def, 5 armour) (On feet)] Abysswedge (0 def, 5 armour)Abysswedge (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +1% (-) Damage when hit (Melee): 4(-) arcane Changes resistances: +5%(-) arcane Infravision radius: +1 (-) A pair of boots made of leather. |
Light source | [vs. watchleader's brass lantern of clarity (Light source)] watchleader's brass lantern of claritywatchleader's brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) (-) Blindness immunity: +20% (-) Confusion immunity: +11% (-) Light radius: +5 (-) See stealth: +12 (-) See invisible: +11 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. 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 | [vs. The Face of Fear (8 def, 0 armour) (On head)] The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (-) Changes stats: +6(-) Cun / +8(-) Wil Talent masteries: +0.20(-) Cursed / Fears Fear immunity: +60% (-) Mindpower: +16 (+4 eff.) (-) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 34% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 26%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Tool | [vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown)iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 4(-) light Changes resistances: +3%(-) nature Changes resistances penetration: +5%(-) light It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 13 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Betelaith the voratun ring (On fingers, 1 of 2)] Betelaith the voratun ringBetelaith the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20(-) mind Changes resistances: +38%(-) light / +3%(-) mind Changes resistances penetration: +10%(-) temporal Changes damage: +19%(-) light / +3%(-) mind Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Betelaith the voratun ring (On fingers, 1 of 2)] solipsist's copper ring of the mind (+11%)solipsist's copper ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-20) mind Changes stats: +4 Cun / +4 Wil Changes resistances: +11%(+8%) mind / +0%(-38%) light Changes resistances penetration: +0%(-10%) temporal Changes damage: +11%(+8%) mind / +0%(-19%) light Mindpower: +6 (+1 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. gold amulet of murder (Around neck)] gold amulet of murdergold amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +6 (-) Physical crit. chance: +4.0% (-) Critical mult.: +13.00% (-) Amulets can have magical properties. |
In main hand | [vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] Dagudas the voratun dagger (46.5-60.45 power, 9 apr)Dagudas the voratun dagger (46.5-60.45 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-) Physical crit. chance: +10.0% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +4(-) mind / +4(-) acid When wielded/worn: Critical mult.: +10.00% (-) Mental save: +20 (+6 eff.) (-) Psi when hit: +0.04 (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | [vs. Shimmerblast (Around waist)] ShimmerblastShimmerblast Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +4 (+1 eff.) (-) Effects on melee hit: * 40% chance to daze Damage (Melee): 0(-40) item lightning daze Damage when hit (Melee): 12(-) lightning Critical mult.: +5.00% (-) A belt that goes around your waist. |
In off hand | [vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-26.5 - -34.5) Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+1) Physical crit. chance: +12.0% (+2.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
Cloak | [vs. elven-silk cloak 'Emiriwyn' (3 def, 0 armour) (Cloak)] elven-silk cloak 'Emiriwyn' (3 def, 0 armour)elven-silk cloak 'Emiriwyn' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-) Changes resistances: +6%(-) acid / +7%(-) fire / +8%(-) cold / +5%(-) arcane / +7%(-) lightning Changes damage: +3%(-) arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Behemoth Hide (4 def, 6 armour) (Main armor)] Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Dexterity 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes stats: +2(-) Str / +2(-) Con Maximum encumbrance: +20 (-) Knockback immunity: +10% (-) Life regen: +0.70 (-) Stamina each turn: +0.70 (-) Maximum life: +45.00 (-) Maximum stamina: +43.00 (-) Size category: +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
taint of blood snaring (180 damage and pin for 9 turns) taint of blood snaring (180 damage and pin for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 180.00 blight damage and pin them for 9 turns. You will loose 18 life to create the bomb. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of gating (Summons a random horror) taint of gating (Summons a random horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
[vs. gold amulet of murder (Around neck)] warmaker's copper amuletwarmaker's copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-6) Physical crit. chance: +0.0% (-4.0%) Changes stats: +5 Str / +4 Dex / +5 Wil Critical mult.: +0.00% (-13.00%) Amulets can have magical properties. |
[vs. Betelaith the voratun ring (On fingers, 1 of 2)] copper ring of lifecopper ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-20) mind Changes resistances: +0%(-38%) light / +0%(-3%) mind Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-19%) light / +0%(-3%) mind Life regen: +0.60 Maximum life: +40.00 Healing mod.: +10% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 2)] Stormfront (20-30 power, 2 apr)Stormfront (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-26.5 - -30.5) Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-7) Physical crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid When wielded/worn: Changes damage: +10% lightning / +10% cold Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) The blade glows faintly blue, and reflects a sky full of stormy clouds. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 2)] Drake's Bane (52-78 power, 21 apr)Drake's Bane (52-78 power, 21 apr) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0(+5.5 - +17.5) Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 (+12) Physical crit. chance: +2.0% (-8.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Critical mult.: +0.00% (-10.00%) Physical save: +9 (+3 eff.) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Stun/Freeze immunity: +20% Knockback immunity: +40% Psi when hit: +0.00 (-0.04) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 2)] Colaryem (48-76.8 power, 12 apr)Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(+1.5 - +16.4) Uses stats: 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (+3) Physical crit. chance: +11.0% (+1.0%) Attack speed: 56% (-44%) Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Critical mult.: +0.00% (-10.00%) Maximum encumbrance: +50 Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 2)] Latafayn (68-108.8 power, 5 apr)Latafayn (68-108.8 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8(+21.5 - +48.4) Uses stats: 50% Mag, 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-4) Physical crit. chance: +10.0% (-) Attack speed: 100% (-) Lifesteal (this weapon only): +8% Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-21.5 - -28.0) Uses stats: 45% Cun, 45% Dex, 60% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+1) Physical crit. chance: +9.0% (-1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Critical mult.: +0.00% (-10.00%) Stealth bonus: +10 Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 149.33 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] steel dagger 'Crackleworm' (12.5-16.25 power, 6 apr)steel dagger 'Crackleworm' (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-34.0 - -44.2) Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-3) Physical crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon hit: * 40% chance to daze (+40%) On weapon crit: + cripple the target Burst (radius 1) on hit: +4 lightning / +0(-4) mind / +0(-4) acid When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 30% chance to daze Changes damage: +3% lightning Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] Spelldrinker (27-35.1 power, 8 apr)Spelldrinker (27-35.1 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1(-19.5 - -25.4) Uses stats: 45% Cun, 55% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 (-1) Physical crit. chance: +9.0% (-1.0%) Attack speed: 100% (-) When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: + steals up to 50 mana from the target Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Critical mult.: +0.00% (-10.00%) Spell save: +12 (+4 eff.) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Tap to cycle through comparison choices |
[vs. Dagudas the voratun dagger (46.5-60.45 power, 9 apr) (In main hand, 1 of 3)] acidic dwarven-steel dagger of phasing (16.5-21.45 power, 11 apr)acidic dwarven-steel dagger of phasing (16.5-21.45 power, 11 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4(-30.0 - -39.0) Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 (+2) Physical crit. chance: +6.0% (-4.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage Shield penetration (this weapon only): +8% Damage (Melee): +6 acid Burst (radius 1) on hit: +0(-4) mind / +0(-4) acid When wielded/worn: Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-20 (-6 eff.)) Psi when hit: +0.00 (-0.04) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In off hand)] Timekeeper (4 def, 2 armour, 20.5 block)Timekeeper (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Base power: 0.0 - 0.0(-20.0 - -26.0) Uses stat: 50% Mag Damage type: Physical Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +5% temporal / +0%(-10%) fire Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In off hand)] Obstinate Force (15 def, 8 armour, 220 block)Obstinate Force (15 def, 8 armour, 220 block) Requires: - Willpower 28 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Base power: 0.0 - 0.0(-20.0 - -26.0) Uses stat: 50% Mag Damage type: Physical Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Armour: +8 Defense: +15 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +10% Changes stats: +0(-5) Mag / +4 Wil Changes resistances: +0%(-10%) blight / +25% physical / +25% mind / +0%(-10%) fire Talent granted: +4 Block Physical save: +5 (+2 eff.) Spell save: +5 (+1 eff.) This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] Thalore-Wood Cuirass (4 def, 12 armour)Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (+6) Defense: +4 (+2 eff.) (-) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +14% (+4%) Changes stats: +0(-2) Str / +3 Dex / +3 Wil / +3(+1) Con Changes resistances: +18% cold / +18% darkness / +18% nature Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Healing mod.: +25% Size category: +0 (-1) Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
[vs. Shimmerblast (Around waist)] noble's rough leather belt of lifenoble's rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Damage (Melee): 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Reduced damage from: +18% Summoned Critical mult.: +0.00% (-5.00%) Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
[vs. elven-silk cloak 'Emiriwyn' (3 def, 0 armour) (Cloak)] thick linen cloak of Eldoral (1 def, 5 armour)thick linen cloak of Eldoral (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) (-2 (-1 eff.)) Changes stats: +2 Cun / +2 Dex Changes resistances: +0%(-6%) acid / +0%(-7%) fire / +11%(+3%) cold / +0%(-5%) arcane / +0%(-7%) lightning Changes damage: +0%(-3%) arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blighted rough leather gloves of the nighthunter (0 def, 1 armour) blighted rough leather gloves of the nighthunter (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Cun Changes resistances: +5% blight / +6% darkness Changes damage: +4% blight Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of magic (+3) (0 def, 1 armour) umbral rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +4% arcane / +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Boltedge' (0 def, 2 armour) hardened leather gloves 'Boltedge' (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +8 Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +1 Cun / +6 Dex Changes resistances: +7% lightning / +8% blight Changes resistances penetration: +10% lightning Changes damage: +5% lightning Spell save: +13 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. The Face of Fear (8 def, 0 armour) (On head)] Elalle (0 def, 1 armour)Elalle (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +1% Changes stats: +2 Dex / +0(-6) Cun / +0(-8) Wil Talent mastery: +0.00(-0.20) Cursed / Fears Fear immunity: +0% (-60%) Mindpower: +4 (+1 eff.) (-12 (-3 eff.)) A cap made of leather. |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In off hand)] FireproofFireproof Requires: - Magic 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 Base power: 0.0 - 0.0(-20.0 - -26.0) Uses stat: 50% Mag Damage type: Physical Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +15%(+5%) fire / +15% light / +15% arcane Reduce damage by fixed amount: +2 all Maximum wards: +2 fire / +2 light / +2 arcane Talent granted: +2 Ward Spell save: +15 (+5 eff.) Slows Projectiles: +15% Activating this item is instant. It can be used to instantly cure burning, costing 20 power out of 30/30. It feels cold to the touch and a little bit moist. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
9 agate 9 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 hematite 10 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 carnelian 5 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 small geode 8 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 topaz 5 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+8 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 geode 8 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 sugilite 7 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 tiger's eye 5 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 large geode 3 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
[vs. watchleader's brass lantern of clarity (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-5 (-1 eff.)) Blindness immunity: +0% (-20%) Confusion immunity: +0% (-11%) Light radius: +2 (-3) See stealth: +0 (-12) See invisible: +0 (-11) 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. |
[vs. watchleader's brass lantern of clarity (Light source)] survivor's brass lanternsurvivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mental save: +0 (+0 eff.) (-5 (-1 eff.)) Blindness immunity: +0% (-20%) Confusion immunity: +0% (-11%) Light radius: +2 (-3) See stealth: +0 (-12) See invisible: +0 (-11) Healing mod.: +11% 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. |
[vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] iron pickaxe (dig speed 37 turns)iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-4) light Changes stats: +1 Str Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] miner's dwarven-steel pickaxe (dig speed 23 turns)miner's dwarven-steel pickaxe (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-4) light Changes stats: +2 Str Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) light Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] Skull of the Rat LichSkull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 12 darkness / 0(-4) light Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) light Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
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. |
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. |
[vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] supercharged elm totem of cleansing [power 1] (28 cooldown)supercharged elm totem of cleansing [power 1] (28 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-4) light Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) light It can be used to remove magical effects from the target (up to 1), putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron torque of charged psionic shield 'Barkrune' [power 13] (14 cooldown) (Tool)] elm wand of clairvoyance [power 9] (6 cooldown)elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-4) light Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) light It can be used to reveal the area around you, dispelling darkness (radius 9, power 75 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Cerise Montnoir the Shalore Adventurer level 37
2nd Flare 122nd year of Ascendancy at 05:23 see stats
By Cerise Montnoir the Shalore Adventurer level 28
10th Mirth 122nd year of Ascendancy at 09:03 see stats
By Cerise Montnoir the Shalore Adventurer level 34
1st Flare 122nd year of Ascendancy at 07:48 see stats
By Cerise Montnoir the Shalore Adventurer level 25
5th Mirth 122nd year of Ascendancy at 01:54 see stats
By Cerise Montnoir the Shalore Adventurer level 33
3rd Summertide 122nd year of Ascendancy at 18:38 see stats
By Cerise Montnoir the Shalore Adventurer level 34
1st Flare 122nd year of Ascendancy at 07:48 see stats
By Cerise Montnoir the Shalore Adventurer level 10
77th Pyre 122nd year of Ascendancy at 11:01 see stats
By Cerise Montnoir the Shalore Adventurer level 20
1st Mirth 122nd year of Ascendancy at 17:39 see stats
By Cerise Montnoir the Shalore Adventurer level 30
1st Summertide 122nd year of Ascendancy at 03:39 see stats
By Cerise Montnoir the Shalore Adventurer level 32
2nd Summertide 122nd year of Ascendancy at 15:36 see stats
By Cerise Montnoir the Shalore Adventurer level 29
1st Summertide 122nd year of Ascendancy at 00:13 see stats
By Cerise Montnoir the Shalore Adventurer level 28
8th Mirth 122nd year of Ascendancy at 06:16 see stats
By Cerise Montnoir the Shalore Adventurer level 23
1st Mirth 122nd year of Ascendancy at 19:15 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Cerise Montnoir deactivates Gloom.
Cerise Montnoir's Gloom has been deactivated!
Cerise Montnoir deactivates Wild Attunement.
Cerise Montnoir is no longer attuned to nature.
Cerise Montnoir's Wild Attunement has been deactivated!
Cerise Montnoir deactivates Secrets of the Eternals.
Cerise Montnoir's Secrets of the Eternals has been deactivated!
Cerise Montnoir deactivates Shock Hands.
Cerise Montnoir's Shock Hands has been deactivated!
Cerise Montnoir deactivates Total Thuggery.
Cerise Montnoir's Total Thuggery has been deactivated!
Cerise Montnoir deactivates Shadow Combat.
Cerise Montnoir's Shadow Combat has been deactivated!
Cerise Montnoir deactivates Hunter's Helper.
Cerise Montnoir's Hunter's Helper has been deactivated!
Cerise Montnoir deactivates Hymn of Detection.
Cerise Montnoir's Hymn of Detection has been deactivated!
Cerise Montnoir deactivates Inner Power.
Cerise Montnoir's Inner Power has been deactivated!
Cerise Montnoir deactivates Ruin.
Cerise Montnoir's Ruin has been deactivated!
Cerise Montnoir deactivates Shadow Feed.
Cerise Montnoir's Shadow Feed has been deactivated!
Cerise Montnoir deactivates Weapon Folding.
Cerise Montnoir's Weapon Folding has been deactivated!
Cerise Montnoir deactivates Premonition.
Cerise Montnoir's Premonition has been deactivated!
Cerise Montnoir deactivates Fiery Hands.
Cerise Montnoir's Fiery Hands has been deactivated!