Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Heartstalker - Psionic Class 1.6.7Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. 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. Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official 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 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Additional Boss Pack 1.6.6More Boss! 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. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Class: Fallen 1.6.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release High Guard 1.6.7Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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: Race: Wight 1.6.0Adds Wights as a playable type of undead. Part of Recaiden's Undead Race Pack Blast enemies with elemental power. Wights begin in a tiny starting zone of their own. Wights are unlocked by completing the ancient battleground event. There are other wight addons: But they weren't quite what I was looking for. Please report any problems or comments in the forum thread below. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Higher |
Class | Harbinger |
Level / Exp | 50 / 2990% |
Size | big |
Lifes / Deaths | Killed by corrupted corrupted acidic digestor at level 50 on the 1st Summertide 122nd year of Ascendancy at 19:18 / 1 |
Primary Stats
Strength | 109 (base 60) |
Dexterity | 56 (base 60) |
Constitution | 82 (base 60) |
Magic | 55 (base 60) |
Willpower | 55 (base 60) |
Cunning | 54 (base 60) |
Resources
Life | -118/1567 |
Stamina | 324/340 |
Equilibrium | 18 |
Healing Factor | 1.7598731105444 |
Regeneration | 14.455567354136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +58.969489534306% |
Spell | 0% |
Global | +120% |
Vision
Sight | 16 |
Lite | 9 |
Infravision | 14 |
See Stealth | 74.558895358024 |
See Invisible | 74.558895358024 |
ESP Range | 15 |
ESP Kinds | vermin/blob |
Offense: Mainhand
Damage | 198 |
Accuracy | 64 |
Crit Chance | 9% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +47% |
Nature | +9% |
Blight | +10% |
Cold | +27% |
Fire | +29% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 68.528944210595 (100%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 56 |
Mental Save | 39 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 45%( 83%) |
All | + 15%( 70%) |
Lightning | + 37%( 83%) |
Light | + 24%( 70%) |
Physical | + 37%( 83%) |
Darkness | + 24%( 70%) |
Fire | + 37%( 83%) |
Nature | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Bleed Resistance | 73% |
Confusion Resistance | 44% |
Instadeath Resistance | 100% |
Stun Resistance | 44% |
Poison Resistance | 73% |
Blind Resistance | 94% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 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. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Blaze | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Blizzard | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Tremor | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Thunder | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Supercell | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cyclone | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Rain | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Endurance | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Psiblades |
beneficial effect | Detects creatures of type vermin/blob in radius 15. Overseer of Nations |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 48%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The target is being driven mad by the void, taking 146.73 darkness damage per turn and reducing all powers by 67. Dark Whispers |
detrimental effect | The target has 30 reduced saves and defense, 20% reduced critical chance, and 4% chance to fail talent use. 10 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 24. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | linen wizard hat of blight (+10%) (1 def, 0 armour) linen wizard hat of blight (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% blight Changes damage: +10% blight A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Sepsisnull' (dig speed 29 turns) iron pickaxe 'Sepsisnull' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% nature Changes resistances penetration: +5% mind Changes damage: +9% nature Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.6 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Main armor | prismatic iron plate armour (0 def, 7 armour) prismatic iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +10% light / +10% darkness A suit of armour made of metal plates. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 10 power out of 20/20) : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Cloak | thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Vorydavena VorydavenaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Critical mult.: +5.00% Maximum life: +40.00 Maximum hate: +2.00 Mindpower: +5 (+1 eff.) Light radius: +3 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. |
Inventory
This item will automatically be transmogrified when you leave the level. VoidpowerVoidpower Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 25% chance to reduce armor by 5% Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +18% acid / +24% darkness / +6% arcane Changes damage: +15% darkness Critical mult.: +24.82% Life regen: +5.00 Stamina each turn: +1.30 Maximum hate: +10.00 Mindpower: +25 (+6 eff.) Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Skyward the voratun ringSkyward the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +20 (+7 eff.) Damage when hit (Melee): 6 acid / 12 lightning Changes stats: +10 Cun Changes resistances: +27% acid Changes resistances penetration: +25% lightning Changes damage: +18% physical Reduces incoming crit damage: 18.61% Mental crit. chance: +3% Infravision radius: +3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff 'Treeclamor' (25-30 power, 5 apr, light element)elven-wood starstaff 'Treeclamor' (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +10% Changes stats: +11 Mag Changes resistances: +12% nature Changes resistances penetration: +19% arcane / +34% temporal Changes damage: +21% blight / +12% temporal / +25% light Talent granted: +1 Command Staff Physical save: +10 (+4 eff.) Spellpower: +49 (+28 eff.) Spell crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element)magelord's dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 43 arcane Changes damage: +30% temporal Talent granted: +1 Command Staff Mana each turn: +0.48 Maximum mana: +67.00 Spellpower: +40 (+23 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (15-22.5 power, 1 apr) iron battleaxe (15-22.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of projection (41-61.5 power, 3 apr)acidic stralite battleaxe of projection (41-61.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Polamina the Boltstake (54.5-81.75 power, 4 apr)Polamina the Boltstake (54.5-81.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +27 blight / +25 light Damage (radius 1) on hit: +20 lightning / +25 mind When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +25% lightning / +31% mind Changes damage: +30% lightning Disease immunity: +49% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul of evisceration (52.5-78.75 power, 3 apr)stralite greatmaul of evisceration (52.5-78.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+5 eff.) Massive two-handed mauls. |
arcing iron greatsword of paradox (15.5-24.8 power, 1 apr) arcing iron greatsword of paradox (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +7% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing voratun greatsword of enduring (61.5-98.4 power, 4 apr)arcing voratun greatsword of enduring (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +20 Con / +20 Wil Maximum life: +133.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Grindstone and Adamant (48-67.2 power, 6 apr)Grindstone and Adamant (48-67.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It must be held with both hands. Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Block value: +300 On weapon hit: * Imposes a stacking 10% penalty to global and movement speed Damage conversion: 50% nature When wielded/worn: Physical crit. chance: +10.0% Armour: +20 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +10% Damage (Melee): 40 Earth Changes stats: +5 Mag / +5 Wil / +10 Con Changes resistances: +15% lightning / +15% physical / +15% cold / +15% fire / +15% arcane / +15% nature Changes resistances penetration: +15% nature / +15% physical Changes damage: +15% nature / +15% physical Talent granted: +5 Block Critical mult.: +15.00% Stun/Freeze immunity: +25% Spell crit. chance: +10% Damage Shield Duration: +2 Damage Shield Power: +25% A mace made of some unnaturally heavy stone, paired with a sturdy shield made of solid gemstone, these were the weapons of Aethe Eagleheart in the Age of Dusk. Grindstone was said to splash its targets with thick, hardening mud that would slow and hamper them, while Adamant was said to strengthen and prolong any magical shields she cast, and to offer protection against all the elements favored by her siblings. After Aethe passed away, the axe and shield were wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
This item will automatically be transmogrified when you leave the level. Shiverborn the stralite longsword (32.5-45.5 power, 5 apr)Shiverborn the stralite longsword (32.5-45.5 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 lightning / +25 cold When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Defense: +13 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +25% physical / +30% cold Changes damage: +18% cold Disarm immunity: +44% Maximum stamina: +37.23 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Tundracrypt' (58.5-81.9 power, 6 apr)voratun longsword 'Tundracrypt' (58.5-81.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +25 cold When wielded/worn: Changes resistances: +6% arcane / +19% temporal Changes resistances penetration: +31% arcane / +20% temporal Changes damage: +12% arcane / +37% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger (38.5-50.05 power, 9 apr)quick voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+7 eff.) Changes stats: +7 Dex Combat speed: +10% Sharp, short and deadly. |
mossy mindstar (3-3.3 power, 12 apr, mind damage) mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dreamer's pulsing mindstar of disruption (12.5-13.75 power, 32 apr, nature damage)dreamer's pulsing mindstar of disruption (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +21% Unnatural When wielded/worn: Changes resistances: +19% mind Talent granted: +1 Attune Mindstar Mental save: +9 (+3 eff.) Psi each turn: +1.00 Maximum psi: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of dragonbone arrows of accuracy (23/23, 52.5-73.5 power, 18 apr)psychokinetic quiver of dragonbone arrows of accuracy (23/23, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +33 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage Damage (Ranged): +51 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. scouring voratun shield of earthen fury (0 def, 20 armour, 208.5 block)scouring voratun shield of earthen fury (0 def, 20 armour, 208.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Fatigue: +8% Effects on melee hit: * 23 arcane resource burn Damage (Melee): 19 acid / 25 nature Effects when hit in melee: * 14 arcane resource burn Changes stats: +5 Con Changes resistances: +12% acid / +18% nature Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. elven-silk robe (0 def, 0 armour)elven-silk robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
jade 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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire 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: +3 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. |
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) Activation costs 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 (3/3) Rod of Recall (3/3)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 Activation costs 101 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. |
This item will automatically be transmogrified when you leave the level. evasive voratun torque of clear mind [power 4] (13 cooldown)evasive voratun torque of clear mind [power 4] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 35% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Assil the Higher Harbinger level 10
74th Pyre 122nd year of Ascendancy at 20:03 see stats
By Assil the Higher Harbinger level 20
75th Pyre 122nd year of Ascendancy at 14:09 see stats
By Assil the Higher Harbinger level 30
76th Pyre 122nd year of Ascendancy at 09:08 see stats
By Assil the Higher Harbinger level 40
1st Mirth 122nd year of Ascendancy at 12:07 see stats
By Assil the Higher Harbinger level 50
1st Mirth 122nd year of Ascendancy at 16:37 see stats
By Assil the Higher Harbinger level 50
1st Mirth 122nd year of Ascendancy at 17:45 see stats
By Assil the Higher Harbinger level 32
76th Pyre 122nd year of Ascendancy at 19:17 see stats
Log
Assil hits Corrupted corrupted acidic digestor for 39 physical damage.
Corrupted corrupted acidic digestor casts Dark Whispers.
Corrupted corrupted acidic digestor's spell attains critical power!
Arorin the corrupted acidic digestor's morale has been lowered.
Corrupted corrupted acidic digestor slows down.
Assil hits Corrupted corrupted acidic digestor for 185 physical, 38 physical, 38 cold, 29 fire, 76 lightning, 38 cold, 29 fire, 76 lightning (510 total damage).
Assil has finished recovering.
Corrupted corrupted acidic digestor loses 11 health to the entropy.
A void star appears around corrupted corrupted acidic digestor.
Corrupted corrupted acidic digestor casts Terminus.
Corrupted corrupted acidic digestor's spell attains critical power!
Assil regains their strength.
Assil is wasting away.
Corrupted corrupted acidic digestor casts Netherblast.
Corrupted corrupted acidic digestor casts Blunt Thrust.
Corrupted corrupted acidic digestor's spell attains critical power!
Assil shrugs off Corrupted corrupted acidic digestor's 'Stunned'!
Corrupted corrupted acidic digestor casts Arcane Smite.
Corrupted corrupted acidic digestor misses Assil.
Dark Whispers from Corrupted corrupted acidic digestor hits Assil for 109 darkness damage.
Corrupted corrupted acidic digestor hits Assil for 254 temporal, 481 temporal, 368 physical (1103 total damage).
Assil hits Arorin the corrupted acidic digestor for (22 absorbed), 0 physical (0 total damage).
Assil hits Corrupted corrupted acidic digestor for 35 physical damage.
Corrupted corrupted acidic digestor's Netherblast hits Assil for 255 temporal damage.
Assil the level 50 higher harbinger was time dilated to death by corrupted corrupted acidic digestor on level 1 of The Godfeaster.
Malyu deactivates Arcane Feed.
Assil's whispers fade.
Assil deactivates Daunting Presence.
Assil deactivates Psiblades.