Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This 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. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Faerie Race 1.5.2This 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 Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Revamped Skirmisher 1.5.10Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dark Faerie |
Class | White Monk |
Level / Exp | 90 / 49% |
Size | tiny |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 114 (base 39) |
Dexterity | 153 (base 91) |
Constitution | 143 (base 91) |
Magic | 81 (base 72) |
Willpower | 124 (base 91) |
Cunning | 95 (base 30) |
Resources
Life | 2317/2317 |
Steam | 100/100 |
Stamina | 557/557 |
Paradox | 300 |
Healing Factor | 2.1773801916933 |
Regeneration | 44.962900958466 |
Speed
Mental | +104.66069639435% |
Attack | 0% |
Movement | +56% |
Spell | +189.3213927887% |
Global | +123.2% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 24 |
See Stealth | 51.181634712375 |
See Invisible | 60.181634712375 |
Offense: Barehand
Damage | 347 |
Accuracy | 97 |
Crit Chance | 80% |
APR | 75 |
Speed | 0.39 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 45% |
Speed | 0.34563638394011 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +171% |
Nature | +180% |
Temporal | +166% |
Lightning | +166% |
Physical | +171% |
Mind | +197% |
All | +160% |
Offense: Damage Penetration
Darkness | +35% |
Light | +10% |
Temporal | +5% |
Acid | +5% |
Physical | +87% |
Lightning | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 114.973144274 (89.585933068633%) |
Defense | 98 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 111 |
Spell Save | 60 |
Mental Save | 79 |
Defense: Resistances
Acid | + 42%( 77%) |
Blight | + 49%( 77%) |
Physical | + 47%( 77%) |
Cold | + 55%( 77%) |
All | + 22%( 77%) |
Lightning | + 58%( 77%) |
Light | + 62%( 77%) |
Temporal | + 77%( 77%) |
Mind | + 58%( 77%) |
Darkness | + 34%( 77%) |
Fire | + 77%( 77%) |
Nature | + 77%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 70% |
Poison Resistance | 30% |
Blind Resistance | 5% |
Silence Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
Class Talents
Cunning / Tactical | 1.68 |
| 5/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Technique / Rending | 1.30 |
| 7/5 |
| 1/5 |
| 5/5 |
| 7/5 |
Technique / Martial Arts | 1.50 |
| 8/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Technique / Black Belt | 1.30 |
| 7/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Technique / Mending | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Transcending | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 8/5 |
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 8/5 |
Generic Talents
Cunning / Survival | 1.48 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.80 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.90 |
| 8/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Race / Dark-faerie | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 8/5 |
| 8/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 8/5 |
| 1/5 |
| 8/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Aura of Protection |
talent | Exploit Weakness |
talent | Revive |
talent | Measured Blows |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +189% Combat Speed: +95% All Damage: +160% |
beneficial effect | Countering melee attacks: Has a 72% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 83% of the way to your next Rank. You have killed: 47 Uniques 25 Bosses 7 Elite Bosses 9 Veterans 3 Heroics 2 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of voratun boots 'Velorera' (12 def, 9 armour) pair of voratun boots 'Velorera' (12 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances: +15% lightning / +15% temporal / +13% fire / +6% mind / +15% cold Changes resistances penetration: +12% physical Changes damage: +3% mind Physical save: +30 (+5 eff.) Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +50% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Bloomdash the drakeskin leather gloves (0 def, 8 armour) Bloomdash the drakeskin leather gloves (0 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +20 (+3 eff.) Armour: +8 Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Damage (Melee): 12 mind Damage when hit (Melee): 4 nature Changes stats: +10 Str / +4 Wil / +4 Con Changes resistances: +9% mind / +6% light Changes resistances penetration: +10% light / +15% nature Changes damage: +8% mind Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+2 eff.) Mental save: +20 (+4 eff.) Disarm immunity: +88% Life regen: +5.20 Stamina each turn: +1.20 Psi each turn: +0.40 Maximum life: +79.00 When used to modify unarmed attacks: Base power: 46.5 - 51.2 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 20% chance to blind Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +14 mind / +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Skyquarry (12 def, 13 armour) Skyquarry (12 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +16 (+2 eff.) Armour: +13 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +12 Str / +10 Dex / +2 Mag / +7 Wil / +11 Cun / +4 Con Changes resistances: +14% acid / +12% physical / +14% fire / +11% lightning / +13% cold Changes resistances penetration: +20% lightning Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Stamina when hit: +2.80 Equilibrium when hit: +3.00 Only die when reaching: -40.00 life A hat made of leather. Very stylish. |
Tool | Emulerin the voratun pickaxe (dig speed 2 turns) Emulerin the voratun pickaxe (dig speed 2 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Defense: +15 (+2 eff.) Fatigue: -2% Changes stats: +8 Str / +6 Dex / +2 Mag / +1 Wil / +11 Cun / +9 Con Changes resistances: +20% physical Changes resistances penetration: +5% acid / +22% physical Reduces incoming crit damage: 15.00% Light radius: +4 Infravision radius: +17 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Blazerot the voratun ring Blazerot the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 33% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 4 acid Changes stats: +8 Con Changes resistances: +12% lightning / +3% darkness / +15% blight / +55% nature / +16% mind Changes resistances penetration: +5% lightning / +10% darkness Changes damage: +20% nature / +16% mind Physical save: +16 (+3 eff.) Poison immunity: +30% Disease immunity: +21% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Life regen: +1.80 Maximum life: +129.00 Spellpower: +15 (+5 eff.) Mindpower: +14 (+2 eff.) Healing mod.: +30% Rings can have magical properties. |
On fingers | Ivytha IvythaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +13 (+2 eff.) Armour: +20 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom * 34% chance to blind Damage (Melee): 44 light / 19 bleed Effects on ranged hit: * 18% chance to cause random gloom * 35% chance to blind Damage (Ranged): 50 light / 21 bleed Changes stats: +20 Str / +9 Dex / +20 Cun / +15 Con Changes resistances: +6% acid / +12% mind / +6% nature Spell save: +20 (+5 eff.) Blindness immunity: +5% Silence immunity: +50% Stun/Freeze immunity: +100% Life regen: +9.10 Mana each turn: +0.40 Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Maximum hate: +14.00 Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | Cloudquell CloudquellInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Physical power: +10 (+1 eff.) Armour: +7 Defense: +12 (+2 eff.) Fatigue: -16% Changes stats: +19 Str / +20 Dex / +2 Mag / +16 Wil / +11 Cun / +10 Con Changes resistances: +29% temporal Changes resistances cap: +7% all Changes damage: +6% lightning / +10% physical Talent masteries: +0.38 Cunning / Survival +0.38 Cunning / Tactical Critical mult.: +25.00% Physical save: +27 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +25% Pinning immunity: +46% Knockback immunity: +49% Life regen: +1.50 Stamina each turn: +1.50 Mana when firing critical spell: +4.00 Spell crit. chance: +2% Mindpower: +13 (+2 eff.) Infravision radius: +3 See invisible: +9 Movement speed: +10% Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Main armor | reinforced leather armour 'Cuthiyarak' (15 def, 14 armour) reinforced leather armour 'Cuthiyarak' (15 def, 14 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +14 Defense: +15 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes stats: +5 Cun Changes resistances: +6% acid / +6% cold / +3% temporal / +33% fire Critical mult.: +13.00% Mental save: +17 (+4 eff.) Disease immunity: +35% A suit of armour made of leather. |
Light source | Ulilekan the Sootmalice Ulilekan the SootmalicePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes resistances: +10% light / +8% cold / +3% darkness / +8% temporal Changes resistances penetration: +25% darkness Changes damage: +10% mind / +11% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +4 Defense after a teleport: +22 Resist all after a teleport: +23% New effects duration reduction after a teleport: +27% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 395.03 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Bethidhewe the elven-silk cloak (26 def, 0 armour) Bethidhewe the elven-silk cloak (26 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +26 (+4 eff.) Changes stats: +5 Str / +12 Dex / +6 Cun / +5 Con Changes resistances: +25% light / +20% blight / +22% fire / +20% nature / +3% mind Talent mastery: +0.40 Technique / Combat training Stealth bonus: +15 Physical save: +59 (+10 eff.) Spell save: -24 (-7 eff.) Mental save: +15 (+3 eff.) Silence immunity: +5% Pinning immunity: +5% Knockback immunity: +15% Life regen: +2.80 Stamina each turn: +1.20 Mana each turn: -0.55 Only die when reaching: -90.00 life Maximum life: +55.00 Healing mod.: +24% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | hardened leather belt 'Sootpunish' hardened leather belt 'Sootpunish'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +8% lightning / +19% temporal / +11% light / +10% darkness Changes resistances penetration: +5% temporal / +13% physical Changes damage: +6% temporal / +11% physical Critical mult.: +8.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Inventory
gold amulet 'Haryzor' gold amulet 'Haryzor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +16 Defense: +13 (+2 eff.) Fatigue: -22% Changes stats: +8 Str / +23 Dex / +3 Mag / +7 Wil / +13 Cun / +14 Con / +14 Lck Changes resistances: +6% acid / +34% temporal Changes resistances penetration: +15% arcane Changes damage: +3% acid Critical mult.: +26.00% Pinning immunity: +29% Knockback immunity: +38% Life regen: +5.30 Stamina each turn: +2.10 Mana each turn: +0.08 Maximum mana: +60.00 Movement speed: +20% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
voratun amulet 'Adowyn' voratun amulet 'Adowyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +12 Changes stats: +9 Str / +10 Wil / +8 Cun Changes resistances: +12% temporal / +6% cold Changes damage: +9% physical Reduces incoming crit damage: 10.00% Blindness immunity: +81% Silence immunity: +5% Infravision radius: +15 Sight radius: +4 See invisible: +27 Combat speed: +10% Amulets can have magical properties. |
Urthychak the Scorchreek Urthychak the ScorchreekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +11 (+1 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 16 fire Changes stats: +6 Str / +7 Wil / +5 Cun / +9 Con Changes resistances: +26% nature Changes damage: +13% nature Maximum encumbrance: +32 Physical save: +30 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +10.00 Mindpower: +9 (+1 eff.) Rings can have magical properties. |
voratun ring 'Emelamira' voratun ring 'Emelamira'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +4 Physical power: +4 (+0 eff.) Armour: +2 Defense: +16 (+3 eff.) Changes stats: +22 Cun / +11 Dex Changes resistances: +28% light Changes damage: +14% light Reduces incoming crit damage: 5.00% Mental save: +13 (+3 eff.) Disarm immunity: +29% Confusion immunity: +30% Pinning immunity: +35% Knockback immunity: +32% Only die when reaching: -80.00 life Maximum life: +35.00 Rings can have magical properties. |
Torihell (7 def, 5 armour) Torihell (7 def, 5 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +6 Mag Changes resistances: +10% blight / +3% temporal / +8% light / +8% darkness Changes resistances penetration: +5% temporal / +8% mind / +10% arcane Changes damage: +9% light / +10% mind Life regen: +2.80 Psi each turn: +0.63 Maximum life: +112.00 Maximum psi: +18.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
cured leather armour of fire resistance (2 def, 4 armour) cured leather armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +15% fire A suit of armour made of leather. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Physical save: +6 (+1 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
linen cloak 'Pitchtickler' (1 def, 0 armour) linen cloak 'Pitchtickler' (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Cun / +4 Dex Changes resistances: +11% blight / +6% temporal / +11% nature / +3% darkness Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +6% temporal Life regen: +1.40 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blazebloom' (12 def, 0 armour) cashmere cloak 'Blazebloom' (12 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +3 Dex / +7 Mag / +11 Wil / +3 Cun Changes resistances: +3% lightning Critical mult.: +5.00% Physical save: +10 (+2 eff.) Spell save: +19 (+5 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +113.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ulefast' (0 def, 1 armour) pair of rough leather boots 'Ulefast' (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 acid Changes resistances: +3% acid / +15% mind Changes damage: +9% mind Life regen: +1.90 Movement speed: +20% Healing mod.: +12% A pair of boots made of leather. |
Grinirominik the pair of drakeskin leather boots (9 def, 5 armour) Grinirominik the pair of drakeskin leather boots (9 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: -4% Changes stats: +1 Mag / +4 Wil / +5 Cun / +9 Con Changes resistances: +14% lightning / +13% temporal / +12% acid Changes damage: +3% acid / +12% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +37 (+7 eff.) Spell save: +11 (+3 eff.) Mental save: +40 (+8 eff.) Life regen: +5.50 Stamina each turn: +0.70 Maximum life: +46.00 Infravision radius: +2 Movement speed: +10% Healing mod.: +30% A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beleg (0 def, 12 armour) Beleg (0 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +12 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 15 arcane / 11 physical / 20 mind / 26 darkness Changes stats: +4 Str / +8 Mag / +8 Wil Changes resistances: +10% arcane / +3% temporal Changes resistances penetration: +5% arcane Changes damage: +3% physical Critical mult.: +18.00% Mental save: -6 (-1 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +12% Mindpower: +8 (+1 eff.) Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 40.5 - 44.6 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +17 arcane Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +8 temporal / +9 physical It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Poreyalle (3 def, 7 armour) Poreyalle (3 def, 7 armour)Requires: - Talent Guided Hand (level 1) Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 5 arcane Changes stats: +2 Str / +4 Mag / +4 Wil Changes resistances: +3% arcane Life regen: +1.50 Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum life: +30.00 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane / +8 physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Flashspiker (0 def, 13 armour) Flashspiker (0 def, 13 armour)Requires: - Talent Guided Hand (level 1) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +13 Damage (Melee): 15 acid / 9 physical / 13 cold / 15 mind / 19 temporal Damage (Ranged): 20 temporal Changes stats: +4 Str / +6 Dex / +9 Wil / +5 Con Changes resistances: +10% acid / +9% cold / +9% mind / +15% temporal Changes resistances penetration: +10% mind Changes damage: +10% acid / +11% physical / +11% cold / +11% mind / +11% temporal Talent mastery: +0.20 Technique / Grappling Spell save: +18 (+5 eff.) Mental save: +36 (+7 eff.) Disarm immunity: +45% Life regen: +9.50 Stamina each turn: +3.20 Psi each turn: +0.39 Maximum stamina: +40.00 Spell crit. chance: +2% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 light Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +13 acid / +15 physical / +12 mind / +13 ice Metal gloves protecting the hands up to the middle of the lower arm. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +5% cold A cap made of leather. |
Tulakalthondur (0 def, 7 armour) Tulakalthondur (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 5 physical Changes stats: +4 Str / +1 Dex / +5 Mag / +5 Wil Changes resistances: +8% blight Reduces incoming crit damage: 15.00% Mental save: +10 (+2 eff.) Light radius: +3 Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1913.9 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Gylle the Cobrapython (6 def, 14 armour) Gylle the Cobrapython (6 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +2 Str / +9 Dex / +3 Mag / +5 Wil / +7 Cun Changes resistances: +14% nature / +24% darkness / +7% all Changes damage: +3% darkness / +12% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +30 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +110.00 Light radius: +2 Infravision radius: +6 Healing mod.: +29% A cap made of leather. |
Hellsvalor (0 def, 5 armour) Hellsvalor (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +21 Wil Changes resistances: +13% lightning / +14% temporal / +28% blight / +9% cold / +21% mind / +15% fire Changes resistances penetration: +5% mind Changes damage: +15% fire / +3% light / +3% mind Critical mult.: +25.00% Mental save: +50 (+10 eff.) Confusion immunity: +50% Maximum psi: +20.00 Mindpower: +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; 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: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, 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. |
216 alchemist agate 216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0 Dex / +0 Mag Changes resistances: +0% blight / +0% darkness Changes resistances cap: +0% blight / +0% darkness Spellpower: +0 (+0 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Yvomira (dig speed 19 turns) Yvomira (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +9% acid Critical mult.: +10.00% Disease immunity: +5% Confusion immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum life: +22.00 Maximum stamina: +16.00 Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silurin (dig speed 5 turns) Silurin (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes resistances penetration: +20% temporal / +16% physical Changes damage: +10% fire / +10% mind / +15% temporal Physical save: +21 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +28 (+6 eff.) Maximum life: +114.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Cyrasema' (dig speed 2 turns) dwarven-steel pickaxe 'Cyrasema' (dig speed 2 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +11.0% Armour: +4 Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Changes stats: +11 Str / +8 Wil Changes resistances: +9% acid / +8% physical Changes resistances penetration: +20% acid / +5% temporal Changes damage: +9% acid / +3% temporal Maximum life: +62.00 Maximum stamina: +43.00 Mental crit. chance: +11% Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
Achievements
By kkkk the Dark Faerie White Monk level 14
6th Flare 122nd year of Ascendancy at 09:18 see stats
By kkkk the Dark Faerie White Monk level 87
66th Dusk 122nd year of Ascendancy at 19:51 see stats
By kkkk the Dark Faerie White Monk level 54
50th Dusk 122nd year of Ascendancy at 00:53 see stats
By kkkk the Dark Faerie White Monk level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By kkkk the Dark Faerie White Monk level 20
40th Dusk 122nd year of Ascendancy at 12:27 see stats
By kkkk the Dark Faerie White Monk level 30
41st Dusk 122nd year of Ascendancy at 13:01 see stats
By kkkk the Dark Faerie White Monk level 40
48th Dusk 122nd year of Ascendancy at 11:15 see stats
By kkkk the Dark Faerie White Monk level 50
49th Dusk 122nd year of Ascendancy at 05:27 see stats
By kkkk the Dark Faerie White Monk level 90
66th Dusk 122nd year of Ascendancy at 20:59 see stats
By kkkk the Dark Faerie White Monk level 54
50th Dusk 122nd year of Ascendancy at 04:31 see stats
By kkkk the Dark Faerie White Monk level 53
49th Dusk 122nd year of Ascendancy at 13:54 see stats
By kkkk the Dark Faerie White Monk level 41
48th Dusk 122nd year of Ascendancy at 14:27 see stats
By kkkk the Dark Faerie White Monk level 14
3rd Summertide 122nd year of Ascendancy at 21:08 see stats
By kkkk the Dark Faerie White Monk level 81
64th Dusk 122nd year of Ascendancy at 17:12 see stats
By kkkk the Dark Faerie White Monk level 77
62nd Dusk 122nd year of Ascendancy at 17:19 see stats
By kkkk the Dark Faerie White Monk level 33
43rd Dusk 122nd year of Ascendancy at 00:31 see stats
Log
Kkkk has dropped the offensive posture.
Kkkk is no longer transcendant.
Resting starts...
Talent Pummel is ready to use.
Kkkk's Clone deactivates Daunting Presence.
Quest 'Escort: temporal explorer (level 7 of Dreadfell)' is done! (Press 'j' to see the quest log)
Rested for 11 turns (stop reason: chat started).
Kkkk deactivates Daunting Presence.
Kkkk activates Daunting Presence.
Kkkk deactivates Aura of Protection.
Kkkk activates Aura of Protection.
Kkkk deactivates Exploit Weakness.
Kkkk activates Exploit Weakness.
Kkkk deactivates Revive.
Kkkk activates Revive.
Kkkk deactivates Measured Blows.
Kkkk activates Measured Blows.
Saving game...
Saving done.
Kkkk's Clone deactivates Measured Blows.
Kkkk's Clone deactivates Aura of Protection.
Kkkk's Clone deactivates Revive.
Kkkk's Clone deactivates Exploit Weakness.
Kkkk deactivates Aura of Protection.
Kkkk deactivates Revive.
Kkkk deactivates Measured Blows.
Kkkk deactivates Exploit Weakness.
Kkkk deactivates Daunting Presence.