Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Haunted class 1.1.5Haunted: an unarmed hate-based warrior 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 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: 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; Arcanum Class Pack 1.2.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Monk 1.1.5Monk for versions b42 and above. Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Devil's Due Riven Class Addon 1.1.6500 years ago two great necromancers warred. Doctornull's Class Pack 1.2.1This 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. Stoneheart 1.2.3Adds a new class: the Stoneheart! Everything is Unique! 1.2.3Bite-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 1.2.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Midnight 1.2.2Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. 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 More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Devil's Due Malleus Inquisitare Class Addon 1.1.6During the spellblaze it took a special kind of Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. Devil's Due Hate Spiral Class Addon 1.1.6Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. 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: |
Campaign | Maj'Eyal |
Mode | Intense Adventure |
Sex | Male |
Race | Homosuperior |
Class | Adventurer |
Level / Exp | 33 / 12% |
Size | medium |
Lifes / Deaths | Killed by Islysemira the warg at level 12 on the 5th Mirth 122nd year of Ascendancy at 12:41 0 / 8Killed by Glomina the dire wolf at level 20 on the 9th Dusk 122nd year of Ascendancy at 13:24 Killed by Enyomdar the thalore at level 32 on the 10th Haze 122nd year of Ascendancy at 03:02 Killed by Enyomdar the thalore at level 32 on the 10th Haze 122nd year of Ascendancy at 04:39 Killed by Enyomdar the thalore at level 32 on the 10th Haze 122nd year of Ascendancy at 06:01 Killed by Enyomdar the thalore at level 32 on the 10th Haze 122nd year of Ascendancy at 07:01 Killed by Enyomdar the thalore at level 32 on the 10th Haze 122nd year of Ascendancy at 08:05 Killed by Arilena the orc necromancer at level 33 on the 56th Haze 122nd year of Ascendancy at 23:23 |
Primary Stats
Strength | 54 (base 30) |
Dexterity | 43 (base 17) |
Constitution | 33 (base 12) |
Magic | 63 (base 45) |
Willpower | 32 (base 16) |
Cunning | 74 (base 59) |
Resources
Mana | 5/402 |
Psi | 6/276 |
Vim | 19/228 |
Life | -40/804 |
Positive | 21/126 |
Stamina | 193/211 |
Healing Factor | 1.55 |
Regeneration | 6.975 |
Speed
Mental | +30% |
Attack | +30% |
Movement | -40% |
Spell | +30% |
Global | +134.25073817255% |
Vision
Sight | 10 |
Lite | 12 |
See Invisible | 3 |
Offense: Mainhand
Damage | 84 |
Accuracy | 54 |
Crit Chance | 99% |
APR | 49 |
Speed | 0.77 |
Offense: Offhand
Damage | 43 |
Accuracy | 54 |
Crit Chance | 96% |
APR | 48 |
Speed | 0.77 |
Offense: Spell
Spellpower | 54.626609225035 |
Crit Chance | 54% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 39.5 |
Crit Chance | 42% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 40 (35%) |
Defense | 31.375 |
Ranged Defense | 31.375 |
Fatigue | 1 |
Physical Save | 57.742062202835 |
Spell Save | 24.075 |
Mental Save | 34 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Teleport Resistance | 15% |
Confusion Resistance | 100% |
Silence Resistance | 20% |
Knockback Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
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 398 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Barbarian | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.00 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Chant of Fortress |
talent | Charged Shield |
talent | Kinetic Shield |
talent | Beyond the Flesh |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | The target is on fire, taking 44.95 fire damage per turn. Burning |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-6% global speed). Solipsism |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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. | done |
You failed to protect the injured seer from death by Glurin the minotaur. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by bandit. Escort: worried loremaster (level 3 of Dreadfell) | failed |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
Psionic focus | Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 Base power: 48.0 - 76.8 Uses stat: 130% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 109% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | hardened leather gloves 'Torylin' (0 def, 2 armour) hardened leather gloves 'Torylin' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Changes stats: +1 Cun / +2 Con Changes damage: +9% blight Critical mult.: +7.00% Physical save: +13 Spell save: +5 Mental save: +6 Life regen: +2.50 Stamina each turn: +0.50 Psi each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 Spell crit. chance: +9% Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 3). Damage Shield penetration (this weapon only): +20% Damage (Melee): +11 physical It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | alchemist's lamp 'Skystreaker' alchemist's lamp 'Skystreaker'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Mag Changes resistances: +6% lightning Changes resistances penetration: +8% all Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +1.00 Spellpower: +8 Mindpower: +4 Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm 'Velena' (0 def, 4 armour) dwarven-steel helm 'Velena' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +12 Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +4 Armour: +4 Fatigue: +4% Changes stats: +7 Str / +3 Dex / +3 Cun / +9 Lck Physical save: +3 Spell crit. chance: +5% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Layemina the Infernodeath (0 def, 5 armour) Layemina the Infernodeath (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +3 Wil / +3 Mag Changes resistances: +13% fire / +5% arcane / +8% cold Changes resistances penetration: +5% arcane Silence immunity: +20% Confusion immunity: +38% Stun/Freeze immunity: +31% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Chalolarig ChalolarigInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 Armour: +14 Fatigue: -4% Effects on melee hit: * 13% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 13 bleed Changes stats: +7 Str / +3 Cun / +2 Con Changes resistances: +30% lightning / +2% physical Changes damage: +15% lightning Physical save: +10 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +9.00 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 44%. Rings can have magical properties. |
On fingers | Bethyrissra BethyrissraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +11 Defense: +15 Changes stats: +3 Str / +6 Con Changes resistances: +28% acid Changes damage: +14% acid Reduces incoming crit damage: 15.00% Physical save: +12 Light radius: +1 See invisible: +3 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | steel amulet 'Morningmistress' steel amulet 'Morningmistress'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +4 Con Changes resistances: +11% light / +10% darkness Changes resistances penetration: +10% light Blindness immunity: +20% Amulets can have magical properties. |
In main hand | voratun waraxe 'Unrerak' (41-57.4 power, 6 apr) voratun waraxe 'Unrerak' (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 51% chance to disease On weapon crit: * cripple the target Damage (Melee): +45 blight When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Physical save: +6 Knockback immunity: +5% Teleport immunity: +15% One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Starhacker (37-51.8 power, 5 apr) Starhacker (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 40% chance to cause random insanity Burst (radius 2) on crit: +4 mind / +8 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +22.0% Damage when hit (Melee): 8 mind Changes resistances penetration: +9% fire Critical mult.: +30.00% Global speed: +2% Sharp, long, and deadly. |
Cloak | Weepbringer the cashmere cloak (2 def, 6 armour) Weepbringer the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 Damage when hit (Melee): 12 mind Changes stats: +2 Str / +6 Dex / +3 Cun / +2 Con Changes resistances: +9% mind / +12% cold Changes damage: +9% nature Talent mastery: +0.40 Technique / Combat training Spell save: -15 Stamina each turn: +0.50 Mana each turn: -0.26 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour 'Gunodir' (3 def, 9 armour) hardened leather armour 'Gunodir' (3 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% acid / +16% cold / +9% darkness Allows you to breathe in: water Combat speed: +30% Casting speed: +30% Mental speed: +30% A suit of armour made of leather. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
ghast's steel ring of pilfering ghast's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +8 Physical power: +5 Defense: +8 Changes stats: +4 Cun Mindpower: +6 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +6 Str / +4 Con Rings can have magical properties. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +2 Mag Spellpower: +8 Rings can have magical properties. |
warrior's copper ring of aether (+10%) warrior's copper ring of aether (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% arcane Changes damage: +10% arcane Rings can have magical properties. |
quick iron battleaxe (16-24 power, 1 apr) quick iron battleaxe (16-24 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +9 Changes stats: +2 Dex Massive two-handed battleaxes. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
insidious dwarven-steel greatspear of persecution (33-52.8 power, 6 apr) insidious dwarven-steel greatspear of persecution (33-52.8 power, 6 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% Damage (Melee): +26 insidious poison Damage against: +16% Unnatural Thrust Range: 2 When wielded/worn: Changes stats: +2 Wil A heavy spear. |
steel greatsword 'Jetpain' (32.5-52 power, 2 apr) steel greatsword 'Jetpain' (32.5-52 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +9 darkness / +10 mind Damage against: +10% Living When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% darkness Massive two-handed swords. |
Astral Blade (20-28 power, 5 apr) Astral Blade (20-28 power, 5 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
cutting iron longsword of erosion (14-19.6 power, 2 apr) cutting iron longsword of erosion (14-19.6 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal Sharp, long, and deadly. |
iron longsword (10-14 power, 2 apr) iron longsword (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword of massacre (17-23.8 power, 2 apr) iron longsword of massacre (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
stralite longsword 'Emoldalle' (35.5-49.7 power, 5 apr) stralite longsword 'Emoldalle' (35.5-49.7 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +10 darkness Damage against: +9% Living When wielded/worn: Physical crit. chance: +17.0% Physical power: +22 Changes resistances: +6% blight / +6% fire / +3% nature Sharp, long, and deadly. |
iron mace (13.5-18.9 power, 2 apr) iron mace (13.5-18.9 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Carrionslice (22.5-31.5 power, 4 apr) Carrionslice (22.5-31.5 power, 4 apr)Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 3 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 2). Damage conversion: 15% corrosive acid When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 4 nature Changes resistances penetration: +7% acid / +25% nature Changes damage: +6% arcane Critical mult.: +11.00% Mana each turn: +0.16 Spellpower: +19 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Blunt and deadly. |
arcing iron spear (13-18.2 power, 4 apr) arcing iron spear (13-18.2 power, 4 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Thrust Range: 2 A spear. |
dwarven-steel waraxe of massacre (28-39.2 power, 4 apr) dwarven-steel waraxe of massacre (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
grounding rough leather belt of carrying grounding rough leather belt of carryingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% lightning / +5% temporal Maximum encumbrance: +22 A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. |
Adolle the hardened leather gloves (0 def, 10 armour) Adolle the hardened leather gloves (0 def, 10 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +8% Damage (Melee): 8 light Damage when hit (Melee): 4 mind / 8 acid Changes stats: +10 Con Changes resistances: +9% light / +6% physical Changes resistances penetration: +8% mind / +8% darkness Changes damage: +5% light Talent cooldown: Reproach (-2 turns) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Hateful Whisper (10% chance level 3). On weapon hit: * 7% chance to blind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xylrawyn the dwarven-steel gauntlets (0 def, 6 armour) Xylrawyn the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +6 Damage (Melee): 9 lightning Changes stats: +6 Str / +2 Mag / +1 Wil / +1 Con Changes resistances: +7% lightning / +6% temporal Changes damage: +5% lightning Mental save: +9 Maximum life: +61.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves of dexterity (+3) (0 def, 1 armour) polar rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +5% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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: 9.0 - 9.9 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of magic (+3) (0 def, 1 armour) steady rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +5 Mental save: +6 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour) miner's rough leather cap of constitution (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
808 alchemist agate 808 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 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 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; 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. |
Fossicker's Chisel (dig speed 50 turns) Fossicker's Chisel (dig speed 50 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Talent masteries: +0.20 Spell / Stone alchemy +0.20 Wild-gift / Minerals When carried: Talent granted: +1 Dig A small chisel, used by those looking for gems. |
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. |
dwarven-steel pickaxe 'Dagylach' (dig speed 17 turns) dwarven-steel pickaxe 'Dagylach' (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 Fatigue: -5% Changes stats: +5 Str / +1 Wil / +1 Cun Changes resistances: +6% light Spell save: +9 Mental save: +20 Mental crit. chance: +3% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 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 Gems can be sold for money or used in arcane rituals. |
4 jade 4 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 Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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 Gems can be sold for money or used in arcane rituals. |
Daylore the alchemist's lamp Daylore the alchemist's lampInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 Changes stats: +2 Dex / +1 Mag / +1 Wil Changes resistances: +3% all Changes resistances penetration: +5% light Physical save: +13 Spell save: +24 Mental save: +22 Light radius: +3 See stealth: +8 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Aradrathad' alchemist's lamp 'Aradrathad'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +15 Mental save: +9 Stamina each turn: +0.40 Maximum life: +47.00 Light radius: +3 See stealth: +12 See invisible: +14 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
4 garnet 4 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% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 quartz 6 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% 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Adventureman the Homosuperior Adventurer level 29
70th Dusk 122nd year of Ascendancy at 18:34 see stats
By Adventureman the Homosuperior Adventurer level 28
67th Dusk 122nd year of Ascendancy at 08:04 see stats
By Adventureman the Homosuperior Adventurer level 15
9th Mirth 122nd year of Ascendancy at 23:00 see stats
By Adventureman the Homosuperior Adventurer level 27
66th Dusk 122nd year of Ascendancy at 01:35 see stats
By Adventureman the Homosuperior Adventurer level 31
1st Haze 122nd year of Ascendancy at 21:06 see stats
By Adventureman the Homosuperior Adventurer level 20
9th Dusk 122nd year of Ascendancy at 18:14 see stats
By Adventureman the Homosuperior Adventurer level 26
64th Dusk 122nd year of Ascendancy at 19:10 see stats
By Adventureman the Homosuperior Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 15:22 see stats
By Adventureman the Homosuperior Adventurer level 20
9th Dusk 122nd year of Ascendancy at 13:00 see stats
By Adventureman the Homosuperior Adventurer level 30
78th Dusk 122nd year of Ascendancy at 21:56 see stats
By Adventureman the Homosuperior Adventurer level 30
1st Time of Equilibrium 122nd year of Ascendancy at 05:11 see stats
By Adventureman the Homosuperior Adventurer level 19
9th Dusk 122nd year of Ascendancy at 10:33 see stats
By Adventureman the Homosuperior Adventurer level 32
1st Haze 122nd year of Ascendancy at 22:39 see stats
By Adventureman the Homosuperior Adventurer level 9
2nd Mirth 122nd year of Ascendancy at 04:22 see stats
By Adventureman the Homosuperior Adventurer level 23
62nd Dusk 122nd year of Ascendancy at 04:16 see stats
By Adventureman the Homosuperior Adventurer level 16
10th Mirth 122nd year of Ascendancy at 10:12 see stats
By Adventureman the Homosuperior Adventurer level 32
10th Haze 122nd year of Ascendancy at 08:05 see stats
By Adventureman the Homosuperior Adventurer level 28
66th Dusk 122nd year of Ascendancy at 16:36 see stats
Log
Adventureman hits Aerarena the orc elite fighter for 44 arcane damage.
Adventureman hits Ritch flamespitter for 44 arcane damage.
Adventureman hits Aretta the orc summoner for 44 arcane damage.
Adventureman hits Orc summoner for 83 physical, 1 physical, 44 arcane (128 total damage).
Aerarena the orc elite fighter speeds up.
Aerarena the orc elite fighter stops burning.
Aerarena the orc elite fighter casts Flame.
Ritch flamespitter is on fire!
Adventureman is on fire!
Xanomina the orc fighter summons a Rimebark!
Xanomina the orc fighter's mind surges with critical power!
Adventureman converts some damage to Psi!
Bleeding from Adventureman hits Aerarena the orc elite fighter for 1 physical damage.
Aerarena the orc elite fighter hits Ritch flamespitter for 9 lightning, 55 fire (64 total damage).
Aerarena the orc elite fighter hits Adventureman for (2 to psi shield), 1 to psi, 3 lightning, 27 to psi, 69 fire (100 total damage).
Aerarena the orc elite fighter hits Orc summoner for 9 lightning damage.
Aerarena the orc elite fighter receives 30 healing from Xanomina the orc fighter.
Xanomina the orc fighter receives 30 healing.
Ritch flamespitter receives 30 healing from Xanomina the orc fighter.
Aretta the orc summoner receives 30 healing from Xanomina the orc fighter.
Bleeding from Adventureman hits Orc summoner for 1 physical damage.
Orc summoner summons a Ritch Flamespitter!
Aretta the orc summoner summons a Minotaur!
Rimebark uses Winter's Fury.
Orc high pyromancer's cleansing fire area effect hits Rimebark for 0 fire damage.
Orc high pyromancer's cleansing fire area effect hits Something for 0 fire damage.
Bleeding from Adventureman hits Ritch flamespitter for 1 physical damage.
Burning from Aerarena the orc elite fighter hits Ritch flamespitter for 18 fire damage.
Rimebark's ice area effect hits Something for 115 cold damage.
Saving game...