Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Spellsword 1.0.4This 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. All Rare Monsters, All The Time 1.0.4Precisely what it says on the tin - all rare monsters, all the time, past the initial screen. This may not be a winnable game, but it'll sure enough give you all the challenge you'd ever need! Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.2.1Adds 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! Arcanum Class Pack 1.2.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Stoneheart 1.2.3Adds a new class: the Stoneheart! Items Vault 1.2.0Donators/Buyers bonus! Verdant Class Pack 1.2.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Tower Defense 1.1.5This addon adds a Tower Defense Campaign. --- Set in a war-torn Derth, you are all alone against an endless onslaught of enemies. You'll have to make smart use of your towers, as well as your own brawn, to survive and flourish. Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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 Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.2 1.2.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Necromancy+ 1.2.1Features: 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 Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Draconians 1.1.5Adds 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. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Hero |
Level / Exp | 20 / 59% |
Size | medium |
Lifes / Deaths | Killed by Yvasewen the ghoulking at level 20 on the 6th Dusk 122nd year of Ascendancy at 15:31 / 1 |
Primary Stats
Strength | 44 (base 48) |
Dexterity | 61 (base 48) |
Constitution | 19 (base 15) |
Magic | 62 (base 48) |
Willpower | 41 (base 36) |
Cunning | 54 (base 43) |
Resources
Mana | 130/357 |
Equilibrium | 15 |
Vim | 102/214 |
Life | -10/870 |
Stamina | 154/154 |
Healing Factor | 1.05 |
Regeneration | 3.2025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 82 |
Accuracy | 68 |
Crit Chance | 52% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62.695192307692 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 40.766666666667 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 71.8 (92%) |
Defense | 36.425 |
Ranged Defense | 40.283333333333 |
Fatigue | 25 |
Physical Save | 46.192992103806 |
Spell Save | 51.192992103806 |
Mental Save | 34 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Class Talents
Corruption / Bone | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stoneshield | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Martial mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Chant of Fortitude |
talent | Wild Growth |
talent | Arcane Armor |
talent | Arcane Shield |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Earth Stance |
talent | Mana Focus |
talent | Shielding |
talent | Elemental Destruction |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its strength by 9 and doing 35.33 blight damage per turn. Weakness Disease |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 37.33 blight damage per turn. Rotting Disease |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed mummified bone. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Bogshear (0 def, 4 armour) Bogshear (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% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armor Damage when hit (Melee): 4 nature / 8 acid Physical save: +9 Spell save: +7 Mental save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of ash arrows 'Gluba' (22/22, 21-29.4 power, 7 apr) quiver of ash arrows 'Gluba' (22/22, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 Damage (Ranged): +8 lightning Burst (radius 2) on crit: +7 lightning / +8 mind Arrows are used with bows to pierce your foes to death. |
Light source | Gloreth the Bloomrune Gloreth the BloomruneInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +9% nature Spell save: +3 Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Betuthra' (0 def, 4 armour) dwarven-steel helm 'Betuthra' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to corrode armor Changes resistances: +15% acid Changes damage: +3% arcane Stamina when hit: +1.30 Equilibrium when hit: +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.6 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 63.81 to 191.43 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | mule's steel ring of power mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Fatigue: -4% Maximum encumbrance: +22 Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
On fingers | gold ring 'Daimivon' gold ring 'Daimivon'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +2 Mag Mana each turn: +0.08 Maximum mana: +20.00 Spellpower: +9 Mindpower: +6 Rings can have magical properties. |
Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Mag / +4 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.30 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +31.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Achilles's Iron ritual blade of evisceration (16.5-21.45 power, 5 apr) Achilles's Iron ritual blade of evisceration (16.5-21.45 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 16.5 - 21.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * wounds the target When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Spell crit. chance: +2% The noteworthy Achilles's weapon. This weapon has been used to slay Sandworm Queen. |
Around waist | Zodig the hardened leather belt Zodig the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes resistances penetration: +10% blight Critical mult.: +8.00% Maximum life: +10.00 Maximum mana: +80.00 Healing mod.: +5% A belt that goes around your waist. |
In off hand | Sunraven (8 def, 2 armour, 49 dam, 124 block) Sunraven (8 def, 2 armour, 49 dam, 124 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Accuracy: +14 Physical crit. chance: +3.5% Block value: +124 On weapon hit: * 16% chance to daze * 40% chance to corrode armor When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Effects on melee hit: * 15% chance to corrode armor Damage (Melee): 6 lightning Damage when hit (Melee): 15 lightning Changes resistances: +3% acid Changes damage: +6% light Talent granted: +3 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Hathozilagas' (2 def, 7 armour) cashmere cloak 'Hathozilagas' (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Armour: +7 Defense: +2 Damage when hit (Melee): 8 blight Changes stats: +2 Cun / +3 Dex Changes resistances: +6% acid / +18% temporal / +14% darkness / +13% cold Changes damage: +6% arcane / +3% blight Defense after a teleport: +17 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour 'Morningbrawn' (5 def, 14 armour) dwarven-steel plate armour 'Morningbrawn' (5 def, 14 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 Fatigue: +24% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 4 acid Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Inventory
Taiga Amulet Taiga AmuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 20 ice Damage (Ranged): 20 ice Damage when hit (Melee): 20 ice Changes resistances: +20% cold Talents cooldown: Rimebark (-6 turns) Glaciate (-6 turns) Blindness immunity: +20% No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
steel amulet 'Erelirahell' steel amulet 'Erelirahell'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +28% Disease immunity: +25% Life regen: +0.60 Stamina each turn: +0.40 Only die when reaching: -20.00 life Amulets can have magical properties. |
Nomas NomasCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 16 acid Changes resistances penetration: +10% arcane Stun/Freeze immunity: +21% Life regen: +1.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Borekan (47.5-71.25 power, 3 apr)Borekan (47.5-71.25 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Changes resistances: +3% blight / +12% acid / +6% nature / +12% lightning Spell save: +6 Massive two-handed battleaxes. |
Achilles's Flaming iron dagger of crippling (16-20.8 power, 6 apr) Achilles's Flaming iron dagger of crippling (16-20.8 power, 6 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +4 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +5.0% The noteworthy Achilles's weapon. This weapon has been used to slay The Possessed. |
Elonn the Tempestriver (12-15.6 power, 6 apr) Elonn the Tempestriver (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 mind Burst (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze Psi when hit: +0.04 Mindpower: +4 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Unerring Scalpel (29-37.7 power, 25 apr) Unerring Scalpel (29-37.7 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 29.0 - 37.7 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. Islyvea the Heatripper (40-64 power, 2 apr)Islyvea the Heatripper (40-64 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +56 insidious poison Burst (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% nature / +6% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Gleamrot (27-37.8 power, 4 apr)Gleamrot (27-37.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Damage when hit (Melee): 4 light Changes stats: +4 Str Changes resistances: +6% temporal Changes resistances penetration: +15% light Changes damage: +6% temporal / +3% light / +10% physical Stamina when hit: +1.50 Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Morningwrither (26-36.4 power, 4 apr)Morningwrither (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +12% Living When wielded/worn: Changes resistances penetration: +5% blight Changes damage: +9% light / +15% arcane Mana each turn: +0.08 Spellpower: +4 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Baralin the Strikeonslaught (20-24 power, 4 apr, darkness element)Baralin the Strikeonslaught (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armor * 20% chance to daze Burst (radius 1) on hit: +12 acid When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +10% acid Changes damage: +20% darkness / +3% acid Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Blazeravage the dwarven-steel waraxe (20-28 power, 4 apr)Blazeravage the dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze Burst (radius 1) on hit: +4 lightning When wielded/worn: Physical power: +10 Damage when hit (Melee): 8 lightning Changes stats: +4 Con Changes resistances penetration: +10% lightning / +11% physical Changes damage: +3% lightning Disarm immunity: +22% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Fulydumablek the Morningwoe (18.5-25.9 power, 4 apr)Fulydumablek the Morningwoe (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +36 insidious poison When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% light Spell save: +18 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Cuthutar' (20-28 power, 4 apr)dwarven-steel waraxe 'Cuthutar' (20-28 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 mind When wielded/worn: Physical save: +10 Disarm immunity: +15% Knockback immunity: +5% Only die when reaching: -80.00 life It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
Dourspitter DourspitterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Changes resistances: +3% darkness Changes damage: +6% darkness / +6% arcane Spell save: +6 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Bethassra the Morbusdream (2 def, 0 armour)Bethassra the Morbusdream (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 nature / 20 temporal Changes resistances: +24% nature Changes resistances penetration: +5% nature Changes damage: +16% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Firewell the cashmere robe (2 def, 0 armour)Firewell the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 4 fire Changes stats: +3 Str / +2 Dex / +6 Mag Changes resistances: +11% temporal Changes resistances penetration: +11% temporal Changes damage: +6% temporal Infravision radius: +2 See invisible: +3 Reduces paradox failures(equivalent to willpower): +23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Sparkspawn the pair of dwarven-steel boots (6 def, 4 armour)Sparkspawn the pair of dwarven-steel boots (6 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +7 Fatigue: +3% Effects on melee hit: * 15% chance to daze Changes resistances: +9% blight Changes resistances penetration: +15% blight Changes damage: +6% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Ivogamira' (0 def, 3 armour)pair of hardened leather boots 'Ivogamira' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Changes resistances: +10% cold / +10% fire Grants telepathy: Humanoid/Orc Maximum mana: +40.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Blazebore (4 def, 7 armour)Blazebore (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight Changes stats: +7 Str / +7 Dex / +8 Mag / +7 Wil / +7 Cun Changes resistances: +9% lightning Changes resistances penetration: +5% blight Changes damage: +3% lightning A suit of armour made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.66 to 157.98 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Turtleneck (9 def, 18 armour) Turtleneck (9 def, 18 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +18 Defense: +9 Fatigue: +7% Changes resistances: +15% cold Mental save: +35 It can be used to activate talent Dream Walk (costing 15 power out of 20/20) : Effective talent level: 6.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (1 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Dispite it's name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. |
This item will automatically be transmogrified when you leave the level. Viperblack the reinforced leather armour (4 def, 7 armour)Viperblack the reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Effects on melee hit: * 10% chance to disease Changes resistances: +6% blight / +27% fire / +6% nature Changes resistances penetration: +5% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour (4 def, 7 armour)cleansing reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes resistances: +13% nature / +14% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour of natural resilience (4 def, 20 armour)volcanic reinforced leather armour of natural resilience (4 def, 20 armour) Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +4 Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 8 fire Changes resistances: +14% blight / +16% fire / +12% nature / +18% physical Reduced damage from: +11% Unnatural A suit of armour made of leather. |
enlightening steel plate armour of the dragon (4 def, 9 armour) enlightening steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +1 Str / +5 Wil / +3 Cun / +2 Con Changes resistances: +7% acid / +6% physical / +7% fire / +6% cold / +6% lightning Talent cooldown: Rush (-5 turns) Mental save: +12 Disarm immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings of spell shielding (5 def, 2 armour)enlightening mummy wrappings of spell shielding (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +5 Cun / +4 Wil Changes resistances: +6% arcane / -25% fire Spell save: +10 Mental save: +16 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield 'Mayerin' (8 def, 2 armour, 29 dam, 70.5 block)dwarven-steel shield 'Mayerin' (8 def, 2 armour, 29 dam, 70.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +70 Burst (radius 1) on hit: +4 blight / +15 fire When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 8 fire Damage when hit (Melee): 15 fire Changes resistances: +9% blight Changes resistances penetration: +10% blight Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of yew arrows of annihilation (20/20, 37.5-52.5 power, 15 apr)self-loading quiver of yew arrows of annihilation (20/20, 37.5-52.5 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.5 - 52.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +6.0% Capacity: 20 Turns elapse between self-loadings: 4 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: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
spinel 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% Gems can be sold for money or used in arcane rituals. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
small geode 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of mindblast 'Ulfyhek' [power 209] (6 cooldown)dwarven-steel torque of mindblast 'Ulfyhek' [power 209] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% blight / +6% fire / +5% arcane Spell save: +3 It can be used to fire a blast of psionic energies in a beam (dam 104-209), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
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% Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Achilles the Homosuperior Hero level 10
78th Pyre 122nd year of Ascendancy at 06:50 see stats
By Achilles the Homosuperior Hero level 20
6th Dusk 122nd year of Ascendancy at 08:21 see stats
By Achilles the Homosuperior Hero level 7
76th Pyre 122nd year of Ascendancy at 14:18 see stats
By Achilles the Homosuperior Hero level 11
3rd Mirth 122nd year of Ascendancy at 09:26 see stats
By Achilles the Homosuperior Hero level 17
2nd Summertide 122nd year of Ascendancy at 05:52 see stats
Log
Your shield crumbles under the damage!
The shield around Achilles crumbles.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 19 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Talent Sandblast is ready to use.
Achilles is fully armored again.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Achilles is no longer surging arcane power.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Achilles stops regenerating health quickly.
Weakness Disease from Yvasewen the ghoulking hits Achilles for 33 blight damage.
Rotting Disease from Yvasewen the ghoulking hits Achilles for 35 blight damage.
Talent Arcane Reconstruction is ready to use.
Saving game...