Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.2.5This 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Verdant Class Pack 1.3.1Content 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: Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Alchemy Reward 1.3.0Adds the Spell/Alchemy tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. Derived from the Conveyance Reward addon by Waladil. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Items Vault 1.3.0Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Stoic |
| Level / Exp | 33 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant guard at level 1 on the 10th Retaking 124th year of Ascendancy at 23:24 0 / 8Killed by sun-mage recruit at level 9 on the 44th Retaking 124th year of Ascendancy at 00:08 Killed by sun-mage recruit at level 9 on the 44th Retaking 124th year of Ascendancy at 22:51 Killed by saw horror at level 17 on the 28th Revenge 124th year of Ascendancy at 16:13 Killed by Poriselerin the sewer alligator at level 18 on the 33rd Revenge 124th year of Ascendancy at 14:33 Killed by vampire lord at level 21 on the 41st Revenge 124th year of Ascendancy at 03:00 Killed by Forgery of Haze (Sanden the shalore) at level 27 on the 29th Pain 124th year of Ascendancy at 23:43 Killed by High Sun Paladin Aeryn at level 33 on the 17th Dearth 124th year of Ascendancy at 09:44 |
Primary Stats
| Strength | 62 (base 60) |
| Dexterity | 99 (base 60) |
| Constitution | 92 (base 60) |
| Magic | 62 (base 32) |
| Willpower | 104 (base 60) |
| Cunning | 96 (base 60) |
Resources
| Life | -1470/2200 |
| Negative | 299/346 |
| Healing Factor | 1 |
| Regeneration | 5.66 |
Speed
| Mental | +8.7% |
| Attack | +28.7% |
| Movement | +185.69701875238% |
| Spell | +28.7% |
| Global | +124.35% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 82 |
| Crit Chance | 82% |
| APR | 35 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 70% |
| Speed | 0.77700077700078 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 76% |
| Speed | 0.77700077700078 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +16% |
Defense: Base
| Armour (hardiness) | 6.95 (30%) |
| Defense | 105 |
| Ranged Defense | 107 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 42 |
| Mental Save | 54 |
Defense: Resistances
| All | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 61% |
| Disarm Resistance | 41% |
| Confusion Resistance | 100% |
| Knockback Resistance | 61% |
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to heal yourself for 329 life, and cure one cut or wound effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Dynamic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Umbral arts | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Flowing path | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Celestial arts | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Cascading strikes | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Infernal arts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Boreal arts | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Stoic focus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Whirling cyclone | 1.70 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Fading flourish | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Awareness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Blindsight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Momentum | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blindsight |
| talent | Draw Stance |
| talent | Swallowtail Blade |
| beneficial effect | All stats increased by 31. Pain Enhancement System |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Inspired by a recent kill increasing all resistance by 13%. Orcish Triumph |
| beneficial effect | Absorbs 283 damage from the next blockable attack. Blade Grasp |
| beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
| beneficial effect | Target is infused with forbidden energy, granting the ability to survive to -1350 life. Death's Door |
| detrimental effect | All damage done by the target will also hurt it for 40%. Martyrdom |
| beneficial effect | The target is using a blistering fighting style, converting their melee attacks to fireburn damage, reducing damage of targets they ignite by 12.1%, reducing the accuracy and powers of targets they ignite by 24%, increasing their fire damage by 10% and ignoring 60% of their targets' fire resistance. Infernal Arts |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) Spellpower: +4 (+1 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Arevena (Light source)] ArevenaArevena Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) (-) Ranged Defense: +8 (+2 eff.) (-) Damage when hit (Melee): 15(-) fire Changes resistances: +6%(-) darkness / +7%(-) fire Changes damage: +6%(-) light / +6%(-) blight Damage affinity(heal): +5%(-) light Mental save: +14 (+5 eff.) (-) Mindpower: +6 (+2 eff.) (-) Mental crit. chance: +6% (-) Light radius: +5 (-) It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 52.89 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Cap of the Undisturbed Mind (-10 def, 0 armour) (On head)] Cap of the Undisturbed Mind (-10 def, 0 armour)Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) (-) Defense: -10 (-3 eff.) (-) Changes stats: +4(-) Wil Changes resistances: +10%(-) cold / +10%(-) darkness / +10%(-) arcane Confusion immunity: +100% (-) Spellpower: -10 (-2 eff.) (-) Mindpower: -10 (-2 eff.) (-) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| Tool | [vs. supercharged yew totem of healing [power 167] (52 cooldown) (Tool)] supercharged yew totem of healing [power 167] (52 cooldown)supercharged yew totem of healing [power 167] (52 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 167, and remove up to 2 poisons or diseases, putting all charms on cooldown for 52 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)] mule's steel ringmule's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +22 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)] copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Maximum encumbrance: +0 (-22) Blindness immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt of burglary (Around waist)] hardened leather belt of burglaryhardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Cun / +7(-) Lck Trap disarming bonus: +13 (-) Stealth bonus: +8 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In main hand | [vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] Windslayer (two-handed) (62-99.2 power, 12 apr)Windslayer (two-handed) (62-99.2 power, 12 apr) Requires: - Dexterity 28 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 50% Str, 80% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-) Physical crit. chance: +13.0% (-) Attack speed: 111% (-) When wielded/worn: Accuracy: +20 (+4 eff.) (-) Defense: +16 (+4 eff.) (-) Talent masteries: +0.20(-) Technique / Whirling cyclone Talents granted: +1.00(-) Change Weapon Stance Increases the duration of the Celestial Arts stance by +4 (-) Increases the duration of the Infernal Arts stance by +4 (-) A slender sword with a long grip that can be comfortably held in one or two hands. The winds seem to shift and follow along with every strike. This blade seeks the sea. |
| On hands | [vs. Stralite Sand Shredder (0 def, 1 armour) (On hands)] Stralite Sand Shredder (0 def, 1 armour)Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 (-) Talents granted: +1.00(-) Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
| Main armor | [vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] serene elven-silk robe of nature (+24%) (20 def, 0 armour)serene elven-silk robe of nature (+24%) (20 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) (-) Changes stats: +4(-) Wil Changes resistances: +24%(-) nature Changes damage: +16%(-) nature Mental save: +9 (+3 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Pressurizer (8 def, 0 armour) (Cloak)] Pressurizer (8 def, 0 armour)Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) (-) Changes stats: +3(-) Dex Talent masteries: +0.10(-) Steamtech / Automation +0.10(-) Steamtech / Avoidance Steampower: +10 (+3 eff.) (-) Steam crit. chance: +10% (-) This cloak hides and protects a series of powerful steam compressors. |
| Around neck | [vs. Earthen Beads (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +0.20 (-) Mindpower: +5 (+2 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 369 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 6; power 62; turns 5; dispells darkness)sun infusion of the titan (rad 6; power 62; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 31). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 62) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Fireproof Coatingschematic: Fireproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Silver Filigreeschematic: Silver Filigree Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Spring Grappleschematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] quick stralite greatsword of paradox (50.5-80.8 power, 3 apr)This item will automatically be transmogrified when you leave the level. quick stralite greatsword of paradox (50.5-80.8 power, 3 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8(-11.5 - -18.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-9) Physical crit. chance: +4.5% (-8.5%) Attack speed: 111% (-) Damage (Melee): +19 temporal When wielded/worn: Accuracy: +9 (+2 eff.) (-11 (-2 eff.)) Defense: +0 (+0 eff.) (-16 (-4 eff.)) Damage when hit (Melee): 17 temporal Changes stats: +6 Dex Changes resistances: +19% temporal Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talent granted: +0(+-1) Change Weapon Stance Massive two-handed swords. |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] Everpyre Blade (38-53.2 power, 10 apr)Everpyre Blade (38-53.2 power, 10 apr) Requires: - Dexterity 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2(-24.0 - -46.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 (-2) Physical crit. chance: +18.0% (+5.0%) Attack speed: 100% (-11%) Damage conversion: 50% fire When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-4 eff.)) Defense: +0 (+0 eff.) (-16 (-4 eff.)) Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talent granted: +0(+-1) Change Weapon Stance It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 203.74 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] dwarven-steel waraxe 'Tarrumnir' (18.5-25.9 power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Tarrumnir' (18.5-25.9 power, 4 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9(-43.5 - -73.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-8) Physical crit. chance: +4.5% (-8.5%) Attack speed: 100% (-11%) Damage (Melee): +13 nature / +12 temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-4 eff.)) Defense: +6 (+1 eff.) (-10 (-3 eff.)) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% acid Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talent granted: +0(+-1) Change Weapon Stance Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life One-handed war axes. |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] stralite dagger of rage (29-37.7 power, 9 apr)This item will automatically be transmogrified when you leave the level. stralite dagger of rage (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7(-33.0 - -61.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-3) Physical crit. chance: +8.0% (-5.0%) Attack speed: 100% (-11%) When wielded/worn: Accuracy: +8 (+2 eff.) (-12 (-2 eff.)) Defense: +0 (+0 eff.) (-16 (-4 eff.)) Changes stats: +4 Str Changes damage: +6% physical Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talent granted: +0(+-1) Change Weapon Stance Stamina when hit: +2.00 Sharp, short and deadly. |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] insidious stralite steamsaw of projection (30-45 power, 19 apr)This item will automatically be transmogrified when you leave the level. insidious stralite steamsaw of projection (30-45 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0(-32.0 - -54.2) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 (+7) Physical crit. chance: +4.0% (-9.0%) Attack speed: 100% (-11%) Block value: +72 Damage (Melee): +13 mind / +31 insidious poison Attacks use: 1.0 Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-4 eff.)) Armour: +5 Defense: +8 (+2 eff.) (-8 (-2 eff.)) Fatigue: +10% Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talents granted: +2 Block +0(+-1) Change Weapon Stance It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
[vs. Windslayer (two-handed) (62-99.2 power, 12 apr) (In main hand)] caustic reinforced leather sling of true flightThis item will automatically be transmogrified when you leave the level. caustic reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-13.0%) Attack speed: 125% (+14%) Firing range: +10 On weapon hit: * 6% chance to corrode armour (+6%) When wielded/worn: Accuracy: +10 (+2 eff.) (-10 (-2 eff.)) Physical crit. chance: +8.0% Defense: +0 (+0 eff.) (-16 (-4 eff.)) Changes resistances penetration: +10% acid Talent mastery: +0.00(-0.20) Technique / Whirling cyclone Talent granted: +0(+-1) Change Weapon Stance Life regen: +0.90 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Mossy Shell Section (-80 def, 40 armour, 310 block)Mossy Shell Section (-80 def, 40 armour, 310 block) Requires: - Willpower 35 - Constitution 35 - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +40 Defense: -80 (-27 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent's face may feel wrong, but you don't ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
This item will automatically be transmogrified when you leave the level. Plaguetooth (10 def, 2 armour, 142.5 block)Plaguetooth (10 def, 2 armour, 142.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom * Slows global speed by 30% * 20% chance to gain 10% of a turn Effects when hit in melee: * 26% chance to cause random gloom Changes resistances: +3% nature Changes resistances penetration: +10% temporal Talent granted: +4 Block Handheld deflection devices. |
[vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] mindwoven woollen robe of the mountain (+11%) (5 def, 0 armour)mindwoven woollen robe of the mountain (+11%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) (-15 (-4 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-24%) nature / +11% physical Changes damage: +0%(-16%) nature / +11% physical Mental save: +16 (+5 eff.) (+7 (+2 eff.)) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] dreamer's silk robe of darkness (+12%) (10 def, 0 armour)This item will automatically be transmogrified when you leave the level. dreamer's silk robe of darkness (+12%) (10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) (-10 (-3 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-24%) nature / +12% mind / +39% darkness Changes damage: +14% darkness / +0%(-16%) nature Physical save: +13 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +20 (+7 eff.) (+11 (+4 eff.)) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] mindwoven silk robe of blight (+15%) (10 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven silk robe of blight (+15%) (10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) (-10 (-3 eff.)) Changes stats: +0(-4) Wil Changes resistances: +15% blight / +0%(-24%) nature Changes damage: +15% blight / +0%(-16%) nature Mental save: +22 (+7 eff.) (+13 (+4 eff.)) Mindpower: +5 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] Layarianor the reinforced leather armour (4 def, 7 armour)This item will automatically be transmogrified when you leave the level. Layarianor the reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) (-16 (-4 eff.)) Fatigue: +8% Changes stats: +0(-4) Wil Changes resistances: +27% temporal / +5% arcane / +0%(-24%) nature Changes resistances penetration: +10% arcane / +15% mind Changes damage: +3% mind / +0%(-16%) nature Mental save: +0 (+0 eff.) (-9 (-3 eff.)) A suit of armour made of leather. |
[vs. serene elven-silk robe of nature (+24%) (20 def, 0 armour) (Main armor)] prismatic dwarven-steel plate armour of the dragon (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour of the dragon (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) (-15 (-4 eff.)) Fatigue: +24% Changes stats: +3 Str / +0(-4) Wil / +3 Con Changes resistances: +8% acid / +7% physical / +13% light / +5% lightning / +8% cold / +7% fire / +0%(-24%) nature / +13% darkness Changes damage: +0%(-16%) nature Talent cooldown: Rush (-5 turns) Mental save: +0 (+0 eff.) (-9 (-3 eff.)) Disarm immunity: +22% Stun/Freeze immunity: +25% Knockback immunity: +29% A suit of armour made of metal plates. |
[vs. hardened leather belt of burglary (Around waist)] nightruned rough leather beltnightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-7) Lck Changes resistances: +5% light / +5% darkness Trap disarming bonus: +0 (-13) Stealth bonus: +0 (-8) Infravision radius: +0 (-4) A belt that goes around your waist. |
[vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] pair of hardened leather boots 'Harurab' (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Harurab' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Fatigue: +3% (+2%) Damage when hit (Melee): 12 physical Changes stats: +6 Str / +6 Con Changes damage: +9% arcane / +7% physical Physical save: +12 (+4 eff.) Stamina each turn: +0.00 (-0.40) Vim when firing critical spell: +2.00 Maximum stamina: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-4 (-1 eff.)) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
[vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] scholar's pair of dwarven-steel boots of disengagement (0 def, 4 armour)scholar's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +3% (+2%) Changes stats: +4 Cun / +3 Dex Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Spellpower: +3 (+0 eff.) (-1 (-1 eff.)) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Stralite Sand Shredder (0 def, 1 armour) (On hands)] steady rough leather gloves (0 def, 1 armour)steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 (-) Talent granted: +0(+-1) Sand Shredder Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cap of the Undisturbed Mind (-10 def, 0 armour) (On head)] grounding rough leather hat (0 def, 1 armour)grounding rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (+10 (+3 eff.)) Armour: +1 Defense: +0 (+0 eff.) (+10 (+3 eff.)) Fatigue: +1% Changes stats: +0(-4) Wil Changes resistances: +6% lightning / +6% temporal / +0%(-10%) darkness / +0%(-10%) cold / +0%(-10%) arcane Confusion immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (+10 (+2 eff.)) Mindpower: +0 (+0 eff.) (+10 (+2 eff.)) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. healer's obsidian wardstone of nature wardinghealer's obsidian wardstone of nature warding Requires: - Magic 25 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Con Changes resistances: +14% nature Reduce damage by fixed amount: +4 all Maximum wards: +2 nature Changes damage: +14% nature Talent granted: +2 Ward Life regen: +2.20 Maximum life: +48.00 Slows Projectiles: +25% Handheld warding devices |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 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.) Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
9 hematite 9 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
5 malachite 5 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
11 carnelian 11 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
8 small geode 8 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
16 geode 16 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
8 sugilite 8 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
13 tiger's eye 13 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 amber 3 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. supercharged yew totem of healing [power 167] (52 cooldown) (Tool)] Ividawyn [power 85] (20 cooldown)This item will automatically be transmogrified when you leave the level. Ividawyn [power 85] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% acid Changes resistances penetration: +10% mind Spell save: +25 (+9 eff.) Psi each turn: +0.29 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Hureradar the Orc Stoic level 11
52nd Retaking 124th year of Ascendancy at 18:55 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hureradar the Orc Stoic level 9
45th Retaking 124th year of Ascendancy at 00:35 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Hureradar the Orc Stoic level 27
31st Pain 124th year of Ascendancy at 20:15 see stats
Exterminator
Killed 1000 creatures.By Hureradar the Orc Stoic level 31
16th Dearth 124th year of Ascendancy at 06:21 see stats
Level 10
Got a character to level 10.By Hureradar the Orc Stoic level 10
45th Retaking 124th year of Ascendancy at 00:35 see stats
Level 20
Got a character to level 20.By Hureradar the Orc Stoic level 20
34th Revenge 124th year of Ascendancy at 10:41 see stats
Level 30
Got a character to level 30.By Hureradar the Orc Stoic level 30
13rd Dearth 124th year of Ascendancy at 00:07 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Hureradar the Orc Stoic level 30
13rd Dearth 124th year of Ascendancy at 11:28 see stats
Size is everything
Did over 1500 damage in one attack.By Hureradar the Orc Stoic level 31
16th Dearth 124th year of Ascendancy at 05:20 see stats
Size matters
Did over 600 damage in one attack.By Hureradar the Orc Stoic level 27
12nd Dearth 124th year of Ascendancy at 03:26 see stats
That was close
Killed your target while having only 1 life left.By Hureradar the Orc Stoic level 1
10th Retaking 124th year of Ascendancy at 23:24 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Hureradar the Orc Stoic level 24
42nd Revenge 124th year of Ascendancy at 17:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Hureradar the Orc Stoic level 29
12nd Dearth 124th year of Ascendancy at 03:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hureradar the Orc Stoic level 15
5th Revenge 124th year of Ascendancy at 01:07 see stats
Unstoppable
Returned from the dead.By Hureradar the Orc Stoic level 21
41st Revenge 124th year of Ascendancy at 03:00 see stats
Log
High Sun Paladin Aeryn hits Hureradar for 29 fire, 63 fire (92 total damage).
Hureradar damages himself through Martyrdom!
Hureradar HEALS from light damage!
Hureradar hits High Sun Paladin Aeryn for 78 fire, 59 light, 41 physical (179 total damage).
High Sun Paladin Aeryn hits Hureradar for 24 fire, 19 light, 13 physical (56 total damage).
Hureradar damages himself through Martyrdom!
Hureradar hits High Sun Paladin Aeryn for 353 fire damage.
High Sun Paladin Aeryn hits Hureradar for 106 fire damage.
High Sun Paladin Aeryn uses Massive Blow.
High Sun Paladin Aeryn misses Hureradar.
Hureradar uses Reposition.
Hureradar performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn is dazed!
Hureradar damages himself through Martyrdom!
Hureradar hits High Sun Paladin Aeryn for 120 fire, 145 fire (265 total damage).
High Sun Paladin Aeryn hits Hureradar for 36 fire, 44 fire (80 total damage).
Hureradar uses Triple Supremacy.
High Sun Paladin Aeryn is not dazed anymore.
Hureradar performs a melee critical strike against High Sun Paladin Aeryn!
Hureradar performs a melee critical strike against High Sun Paladin Aeryn!
Hureradar delivers a brutal coup de grace!
Hureradar reflexively grabs for High Sun Paladin Aeryn's attack!
Hureradar uses Blade Grasp.
Hureradar damages himself through Martyrdom!
Hureradar HEALS from light damage!
Hureradar hits High Sun Paladin Aeryn for 57 fire, 59 fire, 95 fire, 56 fire, 148 fire, 243 fire, 78 fire, 59 light, 41 physical (837 total damage).
High Sun Paladin Aeryn hits Hureradar for 17 fire, 18 fire, 24 fire, 14 fire, 38 fire, 62 fire, 20 fire, 16 light, (11 grasped) (210 total damage).
Saving game...
