Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Items Vault 1.3.0Donators/Buyers bonus! No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Faerie |
| Class | Forge Knight |
| Level / Exp | 42 / 39% |
| Size | tiny |
| Lifes / Deaths | Killed by Ce'Nuldara the large brown snake at level 13 on the 78th Pyre 122nd year of Ascendancy at 04:59 0 / 8Killed by ghoul at level 29 on the 31st Dusk 122nd year of Ascendancy at 06:16 Killed by fire drake at level 32 on the 38th Dusk 122nd year of Ascendancy at 22:36 Killed by Poriwe the squid at level 35 on the 41st Dusk 122nd year of Ascendancy at 03:59 Killed by Xanubrenne the elven cultist at level 41 on the 44th Haze 122nd year of Ascendancy at 07:52 Killed by elven blood mage at level 41 on the 44th Haze 122nd year of Ascendancy at 09:30 Killed by skeleton master archer at level 42 on the 48th Haze 122nd year of Ascendancy at 01:30 Killed by Isessra the ghoul at level 42 on the 50th Haze 122nd year of Ascendancy at 16:51 |
Primary Stats
| Strength | 90 (base 55) |
| Dexterity | 93 (base 55) |
| Constitution | 72 (base 55) |
| Magic | 31 (base 16) |
| Willpower | 84 (base 55) |
| Cunning | 46 (base 25) |
Resources
| Mana | 756/756 |
| Vim | 264/264 |
| Life | -352/1233 |
| Positive | 0/173 |
| Stamina | 298/437 |
| Hate | 100/100 |
| Healing Factor | 1.4210023233355 |
| Regeneration | 70.386976067038 |
Speed
| Mental | +43.03797468354% |
| Attack | 0% |
| Movement | +217.70346112633% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 79 |
| Crit Chance | 76% |
| APR | 33 |
| Speed | 0.60 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 79 |
| Crit Chance | 76% |
| APR | 38 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.733333333333 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 67.42 (89.030927835052%) |
| Defense | 58.316339292685 |
| Ranged Defense | 58.983005959352 |
| Fatigue | 21.434243176179 |
| Physical Save | 55.65 |
| Spell Save | 46.166666666667 |
| Mental Save | 62.9375 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 27% |
| Disarm Resistance | 35% |
| Bleed Resistance | 27% |
| Confusion Resistance | 37% |
| Fear Resistance | 27% |
| Stun Resistance | 27% |
| Instadeath Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 623 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 110 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 549 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Forge powers | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Faerie | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Vigorous Assault |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +198% Defense: +94 Avoidance of some traps. |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 64. Battle Cry |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 41 life each turn. Recovery |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Xerissra the giant fire ant. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Velymira the thief. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Vendeshiie. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Vendeshiie. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 132. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | Chameleg the pair of dwarven-steel boots (17 def, 4 armour) Chameleg the pair of dwarven-steel boots (17 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +17 (+5 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes damage: +3% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Movement speed: +20% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 29 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | reforged Woeoozer the dwarven-steel helm (3 def, 13.5 armour) reforged Woeoozer the dwarven-steel helm (3 def, 13.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to disease Changes stats: +8 Str / +6 Dex / +5 Con Changes resistances: +6% blight / +13% cold / +6% darkness / +13% physical Changes resistances penetration: +5% blight Changes damage: +6% blight Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +1 Illuminate Mental save: +22 (+6 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Stamina when hit: +1.20 Equilibrium when hit: +1.50 Maximum stamina: +49.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's hardened leather gloves of archery (0 def, 11 armour) stone warden's hardened leather gloves of archery (0 def, 11 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +11 Armour Hardiness: +8% Changes stats: +7 Dex / +4 Cun / +11 Con Changes resistances: +9% physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Borumafast the dwarven-steel pickaxe (dig speed 16 turns) Borumafast the dwarven-steel pickaxe (dig speed 16 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +18.0% Changes stats: +13 Str / +12 Wil Changes resistances penetration: +15% blight Changes damage: +12% mind / +21% blight Mental crit. chance: +18% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's gold ring of power psionicist's gold ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Wil Mental save: +10 (+2 eff.) Spellpower: +7 (+4 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.17 cold and 21.98 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Urulesta UrulestaInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +10 Dex / +5 Wil Changes resistances: +6% mind Changes damage: +18% mind Amulets can have magical properties. |
| In main hand | reforged Acera (46-64.4 power, 18 apr) reforged Acera (46-64.4 power, 18 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 46.0 - 64.4 Uses stat: 117% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +18 Physical crit. chance: +17.0% Attack speed: 116% When this weapon hits: Flame (15% chance level 4). Damage (Melee): +12 acid / +24 physical / +24 lightning Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid / +13% nature / +13% arcane Talent granted: +3 Blindside Spell crit. chance: +10% Sharp, long, and deadly. |
| Around waist | balancing hardened leather belt of dampening balancing hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +5 Dex Changes resistances: +5% acid / +7% fire / +8% cold / +6% lightning Mental crit. chance: +10% A belt that goes around your waist. |
| In off hand | reforged Lisuriavena the voratun dagger (53.5-69.55 power, 23 apr) reforged Lisuriavena the voratun dagger (53.5-69.55 power, 23 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 53.5 - 69.5 Uses stats: 53% Str, 53% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +35 Armour Penetration: +23 Physical crit. chance: +17.0% Attack speed: 116% When this weapon hits: Weakness Disease (10% chance level 1). On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +19 fire / +33 mind / +19 darkness When wielded/worn: Changes resistances: +3% mind / +12% cold Changes resistances penetration: +10% mind / +8% darkness Changes damage: +10% blight / +10% cold Talent granted: +2 Bone Grab Spell save: +9 (+3 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
| Cloak | cashmere cloak 'Cuthyldir' (2 def, 0 armour) cashmere cloak 'Cuthyldir' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% acid Changes damage: +3% mind Mental save: +10 (+2 eff.) Blindness immunity: +15% Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged dwarven-steel plate armour (6.5 def, 28 armour) masterforged dwarven-steel plate armour (6.5 def, 28 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +28 Defense: +6 (+2 eff.) Fatigue: +24% Changes resistances: +13% fire / +13% physical Talent cooldown: Evasion (-2 turns) Talent granted: +3 Second Wind Physical save: +21 (+6 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.25 Maximum life: +144.00 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
regeneration infusion of the duelist (heal 621 over 5 turns) regeneration infusion of the duelist (heal 621 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Dexterity 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. |
regeneration infusion of the psychic (heal 346 over 5 turns) regeneration infusion of the psychic (heal 346 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 heal yourself for 346 life over 5 turns. Its effects scale with your Willpower 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. |
Rune of the Rift (486.00 temporal damage, removed from time 4 turns) Rune of the Rift (486.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 486.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune of the duelist (509 lightning damage)lightning rune of the duelist (509 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 169.80 to 509.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the sneak (radius 8; dur 17; see undead)vision rune of the sneak (radius 8; dur 17; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 26) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any undead around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding steel amulet of constitution (+2) grounding steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
savior's copper ring of power savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +7 (+4 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron greatmaul (17.5-26.25 power, 1 apr) iron greatmaul (17.5-26.25 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
forged iron longsword (15-21 power, 10 apr) forged iron longsword (15-21 power, 10 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 110% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +6.5% Attack speed: 109% Damage (Melee): +6 fire When wielded/worn: Changes damage: +5% lightning Sharp, long, and deadly. |
forged steel longsword (23.5-32.9 power, 11 apr) forged steel longsword (23.5-32.9 power, 11 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.5 - 32.9 Uses stat: 112% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 109% Damage (Melee): +11 cold When wielded/worn: Changes damage: +7% lightning Sharp, long, and deadly. |
Ashvengeance the hardened leather belt Ashvengeance the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 12 acid / 12 fire Changes stats: +3 Con Changes resistances: +3% acid / +8% fire / +6% cold Changes resistances penetration: +5% acid Spell save: +6 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +33.00 A belt that goes around your waist. |
regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Spell save: +6 (+2 eff.) Mental save: +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
dwarven-steel gauntlets of the iron hand (0 def, 2 armour) dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +4 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets (0 def, 1 armour) umbral iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
forged iron helm (3 def, 9.5 armour) forged iron helm (3 def, 9.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +2 Dex Changes resistances: +18% cold / +6% fire Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +4 Disperse Magic Mental save: +18 (+4 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 5 armour) miner's iron helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron mail armour (3 def, 10.5 armour) forged iron mail armour (3 def, 10.5 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +8% fire Physical save: +11 (+4 eff.) Cut immunity: +17% Pinning immunity: +17% Stun/Freeze immunity: +17% Life regen: +2.10 Maximum life: +65.00 A suit of armour made of mail. |
reforged voratun plate armour 'Elamina' (11.5 def, 35 armour) reforged voratun plate armour 'Elamina' (11.5 def, 35 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +12 (+3 eff.) Fatigue: +26% Changes stats: +3 Mag / +1 Wil / +1 Cun Changes resistances: +13% lightning / +8% physical / +27% darkness / +23% cold / +13% mind / +15% light Talent cooldown: Powerful Strikes (-1 turn) Talents granted: +2 Shock Hands +1 Power Catalyst: Magic Physical save: +43 (+12 eff.) Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.25 Maximum life: +153.00 See invisible: +9 A suit of armour made of metal plates. |
forged corrosive steel shield of physical resistance (+11%) (6 def, 7.5 armour, 19.5-23.4 power, 53 block) forged corrosive steel shield of physical resistance (+11%) (6 def, 7.5 armour, 19.5-23.4 power, 53 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.5 - 23.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +53 Damage (Melee): +11 acid When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to corrode armour Changes stats: +2 Con Changes resistances: +11% acid / +11% physical / +8% fire Talent cooldown: Vigorous Assault (-3 turns) Talents granted: +2 Static Field +2 Block Spell save: +11 (+4 eff.) Disarm immunity: +17% Knockback immunity: +17% Handheld deflection devices. |
forged iron shield (4.5 def, 7.5 armour, 14.5-17.4 power, 37 block) forged iron shield (4.5 def, 7.5 armour, 14.5-17.4 power, 37 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +37 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +8% fire Talent granted: +1 Block Spell save: +11 (+4 eff.) Disarm immunity: +17% Knockback immunity: +17% Handheld deflection devices. |
masterforged voratun shield (14.5 def, 14 armour, 114-136.8 power, 219.5 block) masterforged voratun shield (14.5 def, 14 armour, 114-136.8 power, 219.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 114.0 - 136.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +220 Damage (Melee): +16 fire When wielded/worn: Armour: +14 Defense: +14 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 23 fire Changes stats: +4 Str Changes resistances: +11% acid / +13% darkness / +11% lightning / +13% mind / +12% cold / +13% nature / +31% fire Talent cooldown: Dirty Fighting (-1 turn) Talents granted: +5 Block +4 Phantasmal Shield Spell save: +25 (+8 eff.) Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
reforged stralite shield 'Gleamwrecker' (11 def, 10 armour, 75.5-90.6 power, 176.5 block) reforged stralite shield 'Gleamwrecker' (11 def, 10 armour, 75.5-90.6 power, 176.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +176 On weapon hit: * 40% chance to blind * reduce the cooldown of your ward talent by 1 Damage (Melee): +18 fire Burst (radius 2) on crit: +4 light When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 12 light / 26 fire Changes stats: +4 Str Changes resistances: +27% cold / +16% darkness / +28% fire Maximum wards: +4 lightning / +5 temporal / +3 blight / +4 fire / +5 cold Talent cooldown: True Grit (-3 turns) Talents granted: +4 Elemental Harmony +4 Block +1 Ward Spell save: +22 (+7 eff.) Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
221 alchemist agate 221 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns) dream-smith's dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +8% mind / +5% fire Mental save: +7 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 161.20 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Vendeshiie the Faerie Forge Knight level 27
29th Dusk 122nd year of Ascendancy at 08:41 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vendeshiie the Faerie Forge Knight level 41
33rd Haze 122nd year of Ascendancy at 19:57 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Vendeshiie the Faerie Forge Knight level 34
40th Dusk 122nd year of Ascendancy at 11:07 see stats
Fast Curse Dispel (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Vendeshiie the Faerie Forge Knight level 41
33rd Haze 122nd year of Ascendancy at 19:57 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vendeshiie the Faerie Forge Knight level 35
41st Dusk 122nd year of Ascendancy at 18:17 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Vendeshiie the Faerie Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 19:39 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Vendeshiie the Faerie Forge Knight level 20
10th Mirth 122nd year of Ascendancy at 18:23 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Vendeshiie the Faerie Forge Knight level 30
32nd Dusk 122nd year of Ascendancy at 02:15 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Vendeshiie the Faerie Forge Knight level 40
14th Haze 122nd year of Ascendancy at 19:54 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Vendeshiie the Faerie Forge Knight level 36
70th Dusk 122nd year of Ascendancy at 17:35 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Vendeshiie the Faerie Forge Knight level 31
37th Dusk 122nd year of Ascendancy at 19:57 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Vendeshiie the Faerie Forge Knight level 27
29th Dusk 122nd year of Ascendancy at 08:32 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Vendeshiie the Faerie Forge Knight level 41
27th Haze 122nd year of Ascendancy at 12:06 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Vendeshiie the Faerie Forge Knight level 40
25th Haze 122nd year of Ascendancy at 13:04 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Vendeshiie the Faerie Forge Knight level 41
44th Haze 122nd year of Ascendancy at 07:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Vendeshiie the Faerie Forge Knight level 33
40th Dusk 122nd year of Ascendancy at 07:06 see stats
Log
Ghast is pulled in!
Vendeshiie hits Isessra the ghoul for 102 fire, 66 light, 106 physical (274 total damage).
Vendeshiie hits Ghast for 93 fire, 93 light, 111 physical (297 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Isessra the ghoul)).
Vendeshiie uses Searing Assault.
Vendeshiie performs a melee critical strike against Isessra the ghoul!
Isessra the ghoul is afflicted by a crippling illness!
Isessra the ghoul shrugs off the effect 'Corrode'!
Ghast shrugs off the effect 'Corrode'!
Vendeshiie performs a melee critical strike against Isessra the ghoul!
Isessra the ghoul shrugs off the critical damage!
Vendeshiie receives 33 healing.
Vendeshiie hits Ghast for 46 acid damage.
Vendeshiie hits Isessra the ghoul for 604 physical, 14 acid, 25 physical, 24 lightning, , 46 acid, 114 physical, 12 lightning, 19 fire, 44 mind, 19 darkness, (921 total damage).
Isessra the ghoul is on fire!
Vendeshiie's projectile hits Isessra the ghoul for 0 fire damage.
Burning from Vendeshiie hits Isessra the ghoul for 103 fire damage.
Isessra the ghoul uses Dual Strike.
Isessra the ghoul performs a melee critical strike against Vendeshiie!
You fight through the pain! (+14 hate)
Isessra the ghoul revels in the spilt blood and grows stronger!
Vendeshiie is dazed!
Vendeshiie is stunned!
Isessra the ghoul performs a melee critical strike against Vendeshiie!
Vendeshiie is not dazed anymore.
Your hatred grows even as your life fades! (+43 hate)
Vendeshiie is recovering from the damage!
Saving game...
