
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. 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! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.4.8In 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: Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Bastion 1.4.6A complete rework for Bulwark. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Doctornull's Class Pack 1.4.2This 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. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Allow Respec Anywhere 1.2.3Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. 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 Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Items Vault 1.4.8Donators/Buyers bonus! Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Assassin 1.4.5Reworks the Rogue class. Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! ZOmnibus Addon Pack 1.4.0Combines 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: 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! Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Gifted |
Class | Temporal Warden |
Level / Exp | 27 / 42% |
Size | medium |
Lifes / Deaths | Killed by weaver hatchling at level 1 on the 74th Pyre 122nd year of Ascendancy at 17:49 0 / 7Killed by Dolsi the shalore at level 15 on the 21st Dusk 122nd year of Ascendancy at 08:20 Killed by Urkis, the High Tempest at level 16 on the 36th Haze 122nd year of Ascendancy at 05:42 Killed by vampire at level 25 on the 7th Regrowth 123rd year of Ascendancy at 17:23 Killed by skeleton magus at level 25 on the 7th Regrowth 123rd year of Ascendancy at 20:39 Killed by skeleton magus at level 26 on the 8th Regrowth 123rd year of Ascendancy at 01:49 Killed by saw horror at level 27 on the 10th Regrowth 123rd year of Ascendancy at 00:17 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 57 (base 46) |
Constitution | 50 (base 37) |
Magic | 65 (base 58) |
Willpower | 33 (base 12) |
Cunning | 32 (base 16) |
Resources
Life | -25/716 |
Positive | 0/128 |
Equilibrium | 0 |
Paradox | 271 |
Healing Factor | 1.3 |
Regeneration | 0.715 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10.000000000001% |
Spell | 0% |
Global | +59.306569343066% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 40.727052529412 |
See Invisible | 40.727052529412 |
Offense: Mainhand
Damage | 93 |
Accuracy | 60 |
Crit Chance | 18% |
APR | 5 |
Speed | 0.90 |
Offense: Offhand
Damage | 41 |
Accuracy | 60 |
Crit Chance | 20% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 27 |
Mental Save | 27 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 285 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Huge cut that bleeds, doing 45.03 physical damage per turn. Bleeding |
detrimental effect | Slowed by 50% and taking 107 crushing damage per turn. Imploding (slow) |
beneficial effect | The time distortion has created a restoration field, healing the target for 39 each turn. Temporal Restoration Field |
detrimental effect | Reduces global action speed by 19%. Slow |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried wilder to the recall portal on level 1 of Old Forest. Escort: worried wilder (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 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: 59. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | [vs. Eden's Guile (2 def, 1 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 36% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | [vs. Planar Beacon (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 99.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | [vs. Eye of the Forest (8 def, 0 armour) (On head)] Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) (-) Changes stats: +6(-) Cun / +8(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +20%(-) nature Talent masteries: +0.10(-) Wild-gift / Moss Mental save: +12 (+6 eff.) (-) Blindness immunity: +100% (-) Infravision radius: +2 (-) See stealth: +15 (-) See invisible: +15 (-) It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 1.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | [vs. Vitriolic Punch (4 def, 2 armour) (On hands)] Vitriolic Punch (4 def, 2 armour)Vitriolic Punch (4 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +4 (+2 eff.) (-) Damage (Melee): 10(-) acid Changes resistances: +10%(-) acid / +10%(-) nature / +10%(-) lightning Changes damage: +10%(-) acid / +10%(-) nature / +10%(-) lightning Foul smelling gauntlets made from hardened hydra leather. |
Tool | [vs. Shard of Crystalized Time (Tool)] Shard of Crystalized TimeShard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +4(-) Wil / +2(-) Con Changes damage: +7%(-) temporal Reduces paradox anomalies(equivalent to willpower): +10 (-) An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | [vs. Ring of Insight (On fingers, 1 of 2)] Ring of InsightRing of Insight Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Cun / +2(-) Mag Change telepathy range by : +1 (-) Talent masteries: +0.20(-) Spell / Divination Infravision radius: +1 (-) See stealth: +3 (-) See invisible: +3 (-) This small iron ring seems exceptionally shiny and in focus. Tap to cycle through comparison choices |
On fingers | [vs. Ring of Insight (On fingers, 1 of 2)] SiluriawenSiluriawen Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +6 Str / +0(-2) Mag / +0(-2) Cun / +6 Con Changes resistances penetration: +5% temporal Change telepathy range by : +0 (-1) Talent mastery: +0.00(-0.20) Spell / Divination Infravision radius: +0 (-1) See stealth: +0 (-3) See invisible: +0 (-3) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. wanderer's stralite amulet (Around neck)] wanderer's stralite amuletwanderer's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% (-) Changes stats: +6(-) Dex / +5(-) Cun / +5(-) Con Life regen: +0.30 (-) Stamina each turn: +0.80 (-) Movement speed: +10% (-) Amulets can have magical properties. |
In main hand | [vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] quick stralite waraxe of projection (31.5-44.1 power, 5 apr)quick stralite waraxe of projection (31.5-44.1 power, 5 apr) Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Physical crit. chance: +6.5% (-) Attack speed: 111% (-) Damage (Melee): +14(-) mind When wielded/worn: Accuracy: +5 (+1 eff.) (-) Changes stats: +3(-) Dex 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. One-handed war axes. |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In off hand | [vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] hateful stralite dagger of projection (29.5-38.35 power, 9 apr)hateful stralite dagger of projection (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4(-2.0 - -5.7) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+4) Physical crit. chance: +8.0% (+1.5%) Attack speed: 100% (-11%) Damage (Melee): +4(-10) mind / +6 darkness Damage against: +8% Living This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex 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. Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (-) Changes stats: +1(-) Mag / +2(-) Wil Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. cured leather armour of thunder (2 def, 4 armour) (Main armor)] cured leather armour of thunder (2 def, 4 armour)cured leather armour of thunder (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% (-) Physical power: +12 (+4 eff.) (-) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +3(-) Str / +4(-) Mag / +4(-) Wil Changes resistances: +12%(-) lightning Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +5% (-) Mindpower: +11 (+6 eff.) (-) Mental crit. chance: +5% (-) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 20; turns 5; dispells darkness)sun infusion (rad 7; power 20; 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: 14 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 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. 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. |
[vs. Infusion: Wild (on body)] wild infusion (resist 18%; cure physical)This item will automatically be transmogrified when you leave the level. wild infusion (resist 18%; cure physical) 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: 14(+2) 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 18%(+4%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. 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. |
[vs. Infusion: Wild (on body)] wild infusion of the duelist (resist 16%; cure mental)This item will automatically be transmogrified when you leave the level. wild infusion of the duelist (resist 16%; cure mental) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 16%(+2%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 8; power 15; dur 4)phase door rune (range 8; power 15; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. teleportation rune (range 48)teleportation rune (range 48) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. 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. invisibility rune (power 10 for 6 turns)invisibility rune (power 10 for 6 turns) 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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. wanderer's stralite amulet (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+6%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-6) Dex / +0(-5) Cun / +0(-5) Con Life regen: +0.00 (-0.30) Stamina each turn: +0.00 (-0.80) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Movement speed: +0% (-10%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. wanderer's stralite amulet (Around neck)] padded copper amulet of strength (+2)padded copper amulet of strength (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +2 Str / +0(-6) Dex / +0(-5) Cun / +0(-5) Con Changes resistances: +11% sound Silence immunity: +22% Life regen: +0.00 (-0.30) Stamina each turn: +0.00 (-0.80) Movement speed: +0% (-10%) Melody when hit: +0.90 Amulets can have magical properties. |
[vs. Ring of Insight (On fingers, 1 of 2)] psionicist's copper ring of nature (+24%)psionicist's copper ring of nature (+24%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-2) Mag / +2 Wil / +0(-2) Cun Changes resistances: +24% nature Changes damage: +12% nature Change telepathy range by : +0 (-1) Talent mastery: +0.00(-0.20) Spell / Divination Mental save: +4 (+2 eff.) Infravision radius: +0 (-1) See stealth: +0 (-3) See invisible: +0 (-3) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] magelord's ash vilestaff of blood (15-18 power, 3 apr, fire element)This item will automatically be transmogrified when you leave the level. magelord's ash vilestaff of blood (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-16.5 - -26.1) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-2) Physical crit. chance: +3.0% (-3.5%) Attack speed: 100% (-11%) Damage (Melee): +0(-14) mind / +7 draining blight When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +8.0% Damage (Melee): 19 arcane Changes stats: +0(-3) Dex Changes damage: +15% fire Talent granted: +1 Command Staff Maximum mana: +27.00 Spellpower: +13 (+5 eff.) Spell crit. chance: +2% Life leech chance: +5% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] balanced dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5(+21.5 - +35.4) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Physical crit. chance: +1.5% (-5.0%) Attack speed: 100% (-11%) Damage (Melee): +0(-14) mind When wielded/worn: Accuracy: +10 (+2 eff.) (+5 (+1 eff.)) Defense: +10 (+3 eff.) Changes stats: +0(-3) Dex Disarm immunity: +36% Massive two-handed mauls. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] blazebringer's stralite greatsword of erosion (48-76.8 power, 3 apr)This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of erosion (48-76.8 power, 3 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8(+16.5 - +32.7) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-2) Physical crit. chance: +4.5% (-2.0%) Attack speed: 100% (-11%) Damage (Melee): +13 temporal / +12 nature / +0(-14) mind Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Changes resistances penetration: +10% fire Global speed: +1% Massive two-handed swords. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] deep-steel trident of erosion (28.5-45.6 power, 10 apr)This item will automatically be transmogrified when you leave the level. deep-steel trident of erosion (28.5-45.6 power, 10 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6(-3.0 - +1.5) Uses stat: 120% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (+5) Physical crit. chance: +2.5% (-4.0%) Attack speed: 91% (-20%) Damage (Melee): +14 temporal / +16 nature / +0(-14) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] arcing steel mace of massacre (21-29.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. arcing steel mace of massacre (21-29.4 power, 3 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.0 - 29.4(-10.5 - -14.7) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-2) Physical crit. chance: +1.0% (-5.5%) Attack speed: 100% (-11%) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +0(-14) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Blunt and deadly. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] Branarim (13.5-18.9 power, 4 apr)This item will automatically be transmogrified when you leave the level. Branarim (13.5-18.9 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 13.5 - 18.9(-18.0 - -25.2) Uses stats: 40% Dex, 0% Mag, 60% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 (-1) Physical crit. chance: +2.0% (-4.5%) Attack speed: 100% (-11%) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +16 physical / +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Maximum mana: +60.00 Maximum vim: +30.00 Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] chilling steel rapier of projection (14-19.6 power, 4 apr)This item will automatically be transmogrified when you leave the level. chilling steel rapier of projection (14-19.6 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 14.0 - 19.6(-17.5 - -24.5) Uses stats: 60% Cun, 0% Mag, 40% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 (-1) Physical crit. chance: +2.0% (-4.5%) Attack speed: 100% (-11%) Damage (Melee): +7(-7) mind / +9 cold This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex 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. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] Ulagen the steel waraxe (21-29.4 power, 3 apr)Ulagen the steel waraxe (21-29.4 power, 3 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4(-10.5 - -14.7) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Physical crit. chance: +4.0% (-2.5%) Attack speed: 100% (-11%) Damage (Melee): +7 cold / +7 darkness / +8(-6) mind Damage against: +7% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex / +1 Wil / +2 Cun Critical mult.: +5.00% One-handed war axes. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-16.5 - -24.6) Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+20) Physical crit. chance: +0.0% (-6.5%) Attack speed: 100% (-11%) Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +20 (+5 eff.) (+15 (+4 eff.)) Changes stats: +0(-3) Dex Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] dwarven-steel dagger (21-27.3 power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (21-27.3 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3(-10.5 - -16.8) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (+2) Physical crit. chance: +6.0% (-0.5%) Attack speed: 100% (-11%) Damage (Melee): +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] dwarven-steel dagger of purging (17.5-22.75 power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of purging (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8(-14.0 - -21.3) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (+2) Physical crit. chance: +6.0% (-0.5%) Attack speed: 100% (-11%) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +7 nature / +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] insidious dwarven-steel dagger of projection (17.5-22.75 power, 7 apr)This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of projection (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8(-14.0 - -21.3) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (+2) Physical crit. chance: +6.0% (-0.5%) Attack speed: 100% (-11%) Damage (Melee): +12 insidious poison / +7(-7) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex 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. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand, 1 of 2)] sonic dwarven-steel dagger of erosion (19-24.7 power, 12 apr)This item will automatically be transmogrified when you leave the level. sonic dwarven-steel dagger of erosion (19-24.7 power, 12 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7(-12.5 - -19.4) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 (+7) Physical crit. chance: +6.0% (-0.5%) Attack speed: 100% (-11%) Damage (Melee): +7 sound / +5 temporal / +7 nature / +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Changes resistances: +6% sound Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] mighty yew longbow of powerThis item will automatically be transmogrified when you leave the level. mighty yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0(-31.5 - -44.1) Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-6.5%) Attack speed: 125% (+14%) Firing range: +8 Damage (Melee): +0(-14) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical power: +6 (+2 eff.) Changes stats: +3 Str / +0(-3) Dex Changes resistances penetration: +10% physical Changes damage: +10% physical Longbows are used to shoot arrows at your foes. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] Hare-Skin SlingThis item will automatically be transmogrified when you leave the level. Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0(-31.5 - -44.1) Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-6.5%) Attack speed: 125% (+14%) Firing range: +10 Damage (Melee): +0(-14) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck / +0(-3) Dex Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (23/23, 31.5-44.1 power, 10 apr)quiver of yew arrows (23/23, 31.5-44.1 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. bursting pouch of dwarven-steel shots of paradox (13/18, 36.5-43.8 power, 3 apr)bursting pouch of dwarven-steel shots of paradox (13/18, 36.5-43.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon hit: * 7% chance to gain 10% of a turn Damage (Ranged): +8 sound / +8 temporal Burst (radius 2) on crit: +8 sound Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral pouch of dwarven-steel shots (20/20, 32.5-39 power, 3 apr)tundral pouch of dwarven-steel shots (20/20, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +11 cold Burst (radius 2) on crit: +8 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. icy pouch of stralite shots of vileness (21/21, 41.5-49.8 power, 5 apr)icy pouch of stralite shots of vileness (21/21, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 13% chance to disease Damage (Ranged): +13 blight / +7 cold Shots are used with slings to pummel your foes to death. |
[vs. cured leather armour of thunder (2 def, 4 armour) (Main armor)] Borfast's Cage (10 def, 20 armour)This item will automatically be transmogrified when you leave the level. Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +20 (+16) Defense: +10 (+3 eff.) (+8 (+2 eff.)) Fatigue: +24% (+17%) Changes stats: +0(-3) Str / +0(-4) Mag / +0(-4) Wil / +5 Con Changes resistances: -15% acid / +15% physical / +0%(-12%) lightning Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-5%) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
[vs. cured leather armour of thunder (2 def, 4 armour) (Main armor)] Smolderfear (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. Smolderfear (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +11 (+7) Defense: +5 (+2 eff.) (+3 (+1 eff.)) Fatigue: +24% (+17%) Changes stats: +0(-3) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-12%) lightning / +3% fire / +7% mind Changes damage: +21% fire Mental save: +16 (+8 eff.) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-5%) A suit of armour made of metal plates. |
[vs. cured leather armour of thunder (2 def, 4 armour) (Main armor)] spiked dwarven-steel plate armour of sound resistance (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of sound resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +11 (+7) Defense: +5 (+2 eff.) (+3 (+1 eff.)) Fatigue: +24% (+17%) Damage when hit (Melee): 13 physical Changes stats: +0(-3) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +15% sound / +0%(-12%) lightning Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-11 (-6 eff.)) Mental crit. chance: +0% (-5%) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)] noble's hardened leather belt of valianceThis item will automatically be transmogrified when you leave the level. noble's hardened leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(+1) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Reduced damage from: +19% Summoned Mental save: +7 (+3 eff.) Maximum life: +49.00 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] pair of rough leather boots of tirelessness (0 def, 1 armour)pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +0(-3) Cun Talent mastery: +0.00(-0.20) Cunning / Survival Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] Dradas (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. Dradas (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +3% (+1%) Damage when hit (Melee): 4 arcane / 12 acid Changes stats: +3(-) Cun / +3 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid Talent mastery: +0.00(-0.20) Cunning / Survival Physical save: +16 (+8 eff.) Mental save: +15 (+7 eff.) A pair of boots made of leather. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] insulating pair of dwarven-steel boots (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +3% (+1%) Changes stats: +0(-3) Cun Changes resistances: +7% fire / +7% cold Talent mastery: +0.00(-0.20) Cunning / Survival Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Vitriolic Punch (4 def, 2 armour) (On hands)] hardened leather gloves (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-10) acid Changes resistances: +0%(-10%) acid / +0%(-10%) nature / +0%(-10%) lightning Changes damage: +0%(-10%) acid / +0%(-10%) nature / +0%(-10%) lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Lightningwinnow the cashmere wizard hat (2 def, 0 armour)Lightningwinnow the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-6 (-2 eff.)) Effects on melee hit: * 30% chance to daze Changes stats: +1 Mag / +0(-8) Wil / +2(-4) Cun Changes resistances: +22% light Changes resistances penetration: +0%(-15%) nature Changes damage: +15% light / +0%(-20%) nature Grants telepathy: Humanoid/Orc Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] cashmere wizard hat of corrosion (+22%) (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. cashmere wizard hat of corrosion (+22%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-6 (-2 eff.)) Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +22% acid Changes resistances penetration: +0%(-15%) nature Changes damage: +15% acid / +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] clarifying cashmere wizard hat (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. clarifying cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-6 (-2 eff.)) Changes stats: +4(-2) Cun / +0(-8) Wil Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +7 (+3 eff.) (-5 (-3 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +1% Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Crown of Burning Pain (8 def, 0 armour)Crown of Burning Pain (8 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +8 (+3 eff.) (-) Fatigue: +4% Changes stats: +3(-3) Cun / +3(-5) Wil Changes resistances: +20% fire Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature / +20% fire Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 104.41 fire and 104.41 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level. onyxonyx 0.00 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. |
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 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con 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. |
[vs. Planar Beacon (Light source)] alchemist's lampThis item will automatically be transmogrified when you leave the level. alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. hateful stralite dagger of projection (29.5-38.35 power, 9 apr) (In off hand)] yew lyre (15-19.5 power, 4 apr, sound damage)This item will automatically be transmogrified when you leave the level. yew lyre (15-19.5 power, 4 apr, sound damage) Requires: - Cunning 24 2.00 Encumbrance. Type: instrument / harp ; tier 3 Base power: 15.0 - 19.5(-14.5 - -18.9) Uses stats: 75% Cun, 0% Mag, 15% Dex Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-6) Physical crit. chance: +7.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) mind / +0(-6) darkness Damage against: +0% (-8% )Living This instrument will act as a bashing device. When wielded/worn: Talent granted: +3 Pluck Strings Mental save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A small string instrument, packs quite a punch. |
[vs. hateful stralite dagger of projection (29.5-38.35 power, 9 apr) (In off hand)] insidious elven-wood lyre of massacre (28.5-37.05 power, 6 apr, sound damage)This item will automatically be transmogrified when you leave the level. insidious elven-wood lyre of massacre (28.5-37.05 power, 6 apr, sound damage) Requires: - Cunning 35 Infused by nature Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 4 Base power: 28.5 - 37.1(-1.0 - -1.3) Uses stats: 75% Cun, 0% Mag, 15% Dex Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-4) Physical crit. chance: +9.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +26 insidious poison / +0(-4) mind / +0(-6) darkness Damage against: +0% (-8% )Living This instrument will act as a bashing device. When wielded/worn: Talent granted: +4 Pluck Strings Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +6% A small string instrument, packs quite a punch. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] dwarven-steel singing sword (31.5-44.1 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel singing sword (31.5-44.1 power, 2 apr) Requires: - Cunning 16 - Strength 24 3.00 Encumbrance. Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 31.5 - 44.1 Uses stats: 90% Mag, 25% Cun Damage type: Physical Mastery: Strength of Purpose Armour Penetration: +2 (-3) Physical crit. chance: +4.0% (-2.5%) Attack speed: 100% (-11%) Damage (Melee): +10 sound / +0(-14) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Mindpower: +3 (+1 eff.) A two-handed sword that converts voice into sound. |
[vs. quick stralite waraxe of projection (31.5-44.1 power, 5 apr) (In main hand)] inquisitor's dwarven-steel singing sword of projection (31-43.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel singing sword of projection (31-43.4 power, 2 apr) Requires: - Cunning 16 - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 31.0 - 43.4(-0.5 - -0.7) Uses stats: 90% Mag, 25% Cun Damage type: Physical Mastery: Strength of Purpose Armour Penetration: +2 (-3) Physical crit. chance: +4.0% (-2.5%) Attack speed: 100% (-11%) On weapon hit: * 20 arcane resource burn (+20) On weapon crit: + burns latent spell energy Damage (Melee): +10 sound / +10(-4) mind This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-3) Dex Mindpower: +3 (+1 eff.) 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. A two-handed sword that converts voice into sound. |
Achievements
By Time Dude the Gifted Temporal Warden level 25
2nd Regrowth 123rd year of Ascendancy at 18:20 see stats
By Time Dude the Gifted Temporal Warden level 15
39th Dusk 122nd year of Ascendancy at 13:35 see stats
By Time Dude the Gifted Temporal Warden level 24
1st Regrowth 123rd year of Ascendancy at 22:56 see stats
By Time Dude the Gifted Temporal Warden level 19
46th Haze 122nd year of Ascendancy at 13:37 see stats
By Time Dude the Gifted Temporal Warden level 16
36th Haze 122nd year of Ascendancy at 08:59 see stats
By Time Dude the Gifted Temporal Warden level 19
43rd Haze 122nd year of Ascendancy at 05:45 see stats
By Time Dude the Gifted Temporal Warden level 23
10th Allure 123rd year of Ascendancy at 17:01 see stats
By Time Dude the Gifted Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 18:42 see stats
By Time Dude the Gifted Temporal Warden level 20
48th Haze 122nd year of Ascendancy at 17:05 see stats
By Time Dude the Gifted Temporal Warden level 23
10th Allure 123rd year of Ascendancy at 17:01 see stats
By Time Dude the Gifted Temporal Warden level 21
67th Haze 122nd year of Ascendancy at 19:50 see stats
By Time Dude the Gifted Temporal Warden level 1
74th Pyre 122nd year of Ascendancy at 17:48 see stats
By Time Dude the Gifted Temporal Warden level 11
10th Mirth 122nd year of Ascendancy at 00:57 see stats
By Time Dude the Gifted Temporal Warden level 11
8th Mirth 122nd year of Ascendancy at 19:06 see stats
By Time Dude the Gifted Temporal Warden level 19
46th Haze 122nd year of Ascendancy at 23:16 see stats
By Time Dude the Gifted Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 00:20 see stats
Log
Time Dude casts Time Shield.
The very fabric of time alters around Time Dude.
Time Dude hits Dread for 59 physical, 7 mind, 6 acid, , 23 physical, 2 mind, 1 darkness, 6 acid, (104 total damage).
Saw horror uses Saw Storm.
Kinetic Aura hits Time Dude for (26 to time), 0 physical (0 total damage).
Imploding (slow) from Saw horror hits Time Dude for (94 to time), 0 physical (0 total damage).
Saw horror's physical bleed area effect hits Dread for 66 physical damage.
Saw horror's physical bleed area effect hits Dreadmaster for 66 physical damage.
Saw horror's physical bleed area effect hits Time Dude for (89 to time), 0 physical (0 total damage).
Bleeding from Saw horror hits Time Dude for (8 to time), 0 physical (0 total damage).
Time Dude parries the attack with his dual weapons!
Time Dude repels an attack from Dread.
Time Dude parries the attack with his dual weapons!
Time Dude repels an attack from Dreadmaster.
Saw horror uses Razor Saw.
Your time shield crumbles under the damage!
The fabric of time around Time Dude stabilizes to normal.
The powerful time-altering energies generate a restoration field on Time Dude.
Saw horror hits Time Dude for (178 to time), 76 physical (76 total damage).
Kinetic Aura hits Time Dude for 26 physical damage.
Imploding (slow) from Saw horror hits Time Dude for 94 physical damage.
Saw horror's physical bleed area effect hits Dread for 66 physical damage.
Saw horror's physical bleed area effect hits Dreadmaster for 66 physical damage.
Saw horror's physical bleed area effect hits Time Dude for 89 physical damage.
Bleeding from Saw horror hits Time Dude for 38 physical damage.
Time Dude receives 51 healing from Temporal Restoration Field.
Time Dude is confused and fails to use Healing Light.
Dread misses Time Dude.
Saw horror uses Psionic Pull.