Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Items Vault 1.2.0Donators/Buyers bonus! Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. 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): Steamtech UI 1.1.4 Reaver Tweaks 1.2.4 Ashes of Urh'Rok 1.2.4Official 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:
Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: "Save" Talent/Stat Points 1.0.6A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Conveyance Reward 1.2.5This 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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 | Normal Adventure |
| Sex | Female |
| Race | Draconian |
| Class | Forge Knight |
| Level / Exp | 31 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Abdaeoma the thalore at level 15 on the 20th Dusk 122nd year of Ascendancy at 17:17 0 / 7Killed by venom drake at level 25 on the 21st Haze 122nd year of Ascendancy at 20:33 Killed by carrion worm mass at level 25 on the 22nd Haze 122nd year of Ascendancy at 00:26 Killed by Emelirerin the gelatinous cube at level 30 on the 7th Regrowth 123rd year of Ascendancy at 18:03 Killed by mucus ooze at level 30 on the 7th Regrowth 123rd year of Ascendancy at 20:21 Killed by slimy ooze at level 30 on the 8th Regrowth 123rd year of Ascendancy at 20:40 Killed by Linaniil, Supreme Archmage of Angolwen at level 31 on the 21st Regrowth 123rd year of Ascendancy at 01:20 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 69 (base 60) |
| Constitution | 76 (base 60) |
| Magic | 101 (base 60) |
| Willpower | 90 (base 56) |
| Cunning | 72 (base 34) |
Resources
| Vim | 220/220 |
| Life | -95/1481 |
| Positive | 0/140 |
| Stamina | 469/469 |
| Paradox | 1 |
| Healing Factor | 1.4210023233355 |
| Regeneration | 59.018957480353 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.30768307989% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 12 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 265 |
| Accuracy | 81 |
| Crit Chance | 53% |
| APR | 57 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 66.75 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53.933333333333 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.1 (95.66265060241%) |
| Defense | 37.075 |
| Ranged Defense | 37.075 |
| Fatigue | 23.434243176178 |
| Physical Save | 61.18125 |
| Spell Save | 53.158333333333 |
| Mental Save | 61.83125 |
Defense: Resistances
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 27% |
| Fear Resistance | 27% |
| Blind Resistance | 27% |
| Disarm Resistance | 100% |
| Bleed Resistance | 27% |
| Pinning Resistance | 13% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 32 and cleanse 1 wound and poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 5.00, and stamina regeneration by 1.00. Bloodbath |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target is recovering 60 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. The fortress's current energy level is: 32. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
| On feet | Arolewen the pair of dwarven-steel boots (0 def, 4 armour) Arolewen the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Con Changes resistances: +3% acid Grants telepathy: Dragon Spellpower: +5 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | Nohad NohadPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal / 10 fire Changes resistances: +7% fire / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% arcane Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | reforged Crown of Burning Pain (4 def, 14.5 armour) reforged Crown of Burning Pain (4 def, 14.5 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: +4 Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +13% arcane / +43% fire Changes damage: +30% fire Talent mastery: +0.10 Technique / Combat training Talent granted: +1 Perfect Strike Mental save: +37 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +79.00 It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 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 213.16 fire and 227.56 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 2.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Effects on melee hit: * 15% chance to corrode armor Changes stats: +4 Dex / +10 Mag / +6 Wil Changes resistances penetration: +20% temporal Changes damage: +3% temporal Spell save: +20 Spellpower: +8 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | monstrous hardened leather belt of valiance monstrous hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 Changes stats: +4 Str / +3 Wil / +4 Con Physical save: +6 Mental save: +7 Maximum life: +64.00 Size category: +1 A belt that goes around your waist. |
| In main hand | reforged Morningedge the voratun greatsword (107.4-171.84 power, 18 apr) reforged Morningedge the voratun greatsword (107.4-171.84 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 107.4 - 171.8 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 116% When this weapon hits: Cripple (10% chance level 3). Damage (Melee): +56 temporal / +12 light / +19 mind / +56 nature / +56 arcane Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour penetration: +16 Damage when hit (Melee): 16 light Changes stats: +3 Wil / +9 Mag Changes resistances penetration: +16% physical Changes damage: +28% lightning / +3% temporal / +28% darkness / +16% physical Talent granted: +4 Bone Grab Spellpower: +14 Light radius: +1 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 5 cooldown. Massive two-handed swords. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | reforged Islena (9.5 def, 30 armour) reforged Islena (9.5 def, 30 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical power: +4 Armour: +30 Defense: +10 Fatigue: +26% Damage when hit (Melee): 15 physical Changes stats: +3 Str / +6 Wil / +5 Cun / +4 Con Changes resistances: +11% acid / +28% physical / +10% cold / +9% fire / +26% lightning Changes resistances penetration: +5% mind Talents cooldown: Heave (-2 turns) Rush (-5 turns) Talents granted: +4 Repulsion Field +1 Power Catalyst: Magic Critical mult.: +3.00% Physical save: +36 Mental save: +14 Cut immunity: +27% Disarm immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +59% Knockback immunity: +28% Life regen: +5.25 Maximum life: +263.00 A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +2 Changes stats: +2 Cun / +3 Dex Changes resistances: +18% darkness / +10% temporal Defense after a teleport: +19 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 8 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Murksmasher' gold amulet 'Murksmasher'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +4.0% Damage when hit (Melee): 16 darkness Changes stats: +5 Cun / +2 Dex Changes resistances: +3% darkness Changes damage: +8% blight / +8% fire Critical mult.: +28.00% Spellpower: +9 Infravision radius: +2 Amulets can have magical properties. |
Inventory
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 8 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +2 Mag Spell save: +4 Spellpower: +5 Mindpower: +5 Rings can have magical properties. |
reforged Erelotondur (117.4-176.1 power, 18 apr) reforged Erelotondur (117.4-176.1 power, 18 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 117.4 - 176.1 Uses stat: 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +18 Physical crit. chance: +15.0% Attack speed: 116% When this weapon hits: Distortion Wave (15% chance level 4). Damage (Melee): +55 acid / +55 physical / +17 mind / +55 nature Damage against: +31% Unnatural When wielded/worn: Damage when hit (Melee): 20 blight / 4 arcane Changes resistances: +6% temporal Changes damage: +27% mind / +27% fire Talent granted: +4 Acidic Spray Critical mult.: +5.00% Maximum mana: +20.00 Spell crit. chance: +1% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 5 cooldown. Massive two-handed battleaxes. |
masterforged stralite greatmaul (90.4-135.6 power, 17 apr) masterforged stralite greatmaul (90.4-135.6 power, 17 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 90.4 - 135.6 Uses stat: 138% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +35 Armour Penetration: +17 Physical crit. chance: +9.5% Attack speed: 116% When this weapon hits: Disarm (15% chance level 3). Damage (Melee): +17 temporal / +68 nature / +52 arcane When wielded/worn: Damage when hit (Melee): 19 temporal Changes resistances: +12% temporal Changes damage: +15% mind / +27% temporal / +6% nature / +27% fire Talent granted: +5 Acidic Spray Massive two-handed mauls. |
masterforged stralite greatsword (84.9-135.84 power, 17 apr) masterforged stralite greatsword (84.9-135.84 power, 17 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 84.9 - 135.8 Uses stat: 138% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +17 Physical crit. chance: +11.5% Attack speed: 116% When this weapon hits: Bleeding Edge (10% chance level 3). When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to disease * 20% chance to torment the target Damage (Melee): +13 blight / +52 nature / +52 light When wielded/worn: Changes resistances penetration: +13% mind / +12% darkness Changes damage: +27% lightning / +27% acid Talent granted: +5 Pulverizing Auger Disease immunity: +21% Massive two-handed swords. |
reforged Morningblast the stralite greatsword (86.9-139.04 power, 17 apr) reforged Morningblast the stralite greatsword (86.9-139.04 power, 17 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 86.9 - 139.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +17 Physical crit. chance: +11.5% Attack speed: 116% When this weapon hits: Battle Call (15% chance level 3). On weapon hit: * 19 arcane resource burn Damage (Melee): +56 nature / +72 light Burst (radius 2) on crit: +4 light / +21 fire When wielded/worn: Armour penetration: +17 Changes resistances: +6% nature Changes resistances penetration: +13% fire / +15% light / +17% physical Changes damage: +16% physical / +28% light / +28% temporal Global speed: +6% Massive two-handed swords. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping cashmere cloak of fog (11 def, 0 armour) enveloping cashmere cloak of fog (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 Changes resistances: +15% light / +13% fire Stealth bonus: +7 Physical save: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 6 armour) thick cashmere cloak of battle (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Armour: +6 Defense: +2 Fatigue: -3% Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots of phasing (0 def, 4 armour) pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Wil / +2 Mag Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 18 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Carrionnight (0 def, 4 armour) Carrionnight (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 40% chance to corrode armor Damage when hit (Melee): 4 nature Changes stats: +6 Str Changes resistances: +6% nature Changes resistances penetration: +5% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (3 def, 13.5 armour) masterforged 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 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +2 Str / +3 Con Changes resistances: +13% lightning / +13% light Talent mastery: +0.10 Psionic / Dreaming Talent granted: +1 Phase Door Mental save: +32 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +69.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged stralite plate armour (8.5 def, 28 armour) masterforged stralite plate armour (8.5 def, 28 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +28 Defense: +8 Fatigue: +26% Changes stats: +4 Str / +4 Con Changes resistances: +13% light / +13% cold Talent cooldown: Heroic Spin (-1 turn) Physical save: +33 Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +7.05 Maximum life: +329.00 Healing mod.: +12% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 28.5 dam, 112 block) Black Mesh (8 def, 2 armour, 28.5 dam, 112 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +112 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
masterforged acidic dwarven-steel shield of lightning resistance (+30%) (9 def, 10 armour, 46 dam, 111.5 block) masterforged acidic dwarven-steel shield of lightning resistance (+30%) (9 def, 10 armour, 46 dam, 111.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +112 On weapon hit: * 15% chance to corrode armor When wielded/worn: Armour: +10 Defense: +9 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 5 acid Damage when hit (Melee): 14 acid Changes resistances: +30% lightning / +13% light Talent cooldown: Vigorous Assault (-3 turns) Talents granted: +3 Illuminate +3 Block Spell save: +32 Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
masterforged stralite shield (12 def, 11 armour, 71.5 dam, 172 block) masterforged stralite shield (12 def, 11 armour, 71.5 dam, 172 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +172 Damage (Melee): +15 lightning When wielded/worn: Armour: +11 Defense: +12 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 13% chance to daze Changes stats: +3 Dex Changes resistances: +14% lightning / +13% fire / +13% mind / +13% light Talents granted: +1 Elemental Harmony +4 Block Spell save: +34 Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
175 alchemist agate 175 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Spiderweeper' (dig speed 6 turns) dwarven-steel pickaxe 'Spiderweeper' (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 Armour: +3 Defense: +5 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 blight Changes stats: +2 Str / +4 Cun Changes resistances: +7% physical Changes resistances penetration: +5% blight Changes damage: +10% mind / +8% fire Mental save: +8 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
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. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 146 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. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sully the Draconian Forge Knight level 29
66th Haze 122nd year of Ascendancy at 23:31 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sully the Draconian Forge Knight level 29
60th Haze 122nd year of Ascendancy at 18:18 see stats
Against all odds
Killed Ukruk in the ambush.By Sully the Draconian Forge Knight level 26
23rd Haze 122nd year of Ascendancy at 13:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sully the Draconian Forge Knight level 30
4th Allure 123rd year of Ascendancy at 17:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sully the Draconian Forge Knight level 29
72nd Haze 122nd year of Ascendancy at 14:38 see stats
Exterminator
Killed 1000 creatures.By Sully the Draconian Forge Knight level 28
29th Haze 122nd year of Ascendancy at 15:43 see stats
Fear me not!
Survived the Fearscape!By Sully the Draconian Forge Knight level 30
4th Allure 123rd year of Ascendancy at 17:16 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sully the Draconian Forge Knight level 29
60th Haze 122nd year of Ascendancy at 17:55 see stats
Level 10
Got a character to level 10.By Sully the Draconian Forge Knight level 10
76th Pyre 122nd year of Ascendancy at 22:54 see stats
Level 20
Got a character to level 20.By Sully the Draconian Forge Knight level 20
1st Time of Equilibrium 122nd year of Ascendancy at 05:41 see stats
Level 30
Got a character to level 30.By Sully the Draconian Forge Knight level 30
3rd Allure 123rd year of Ascendancy at 01:19 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Sully the Draconian Forge Knight level 30
9th Regrowth 123rd year of Ascendancy at 08:59 see stats
Pest Control
Killed 1000 reproducing vermin.By Sully the Draconian Forge Knight level 30
9th Regrowth 123rd year of Ascendancy at 03:44 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sully the Draconian Forge Knight level 18
39th Dusk 122nd year of Ascendancy at 03:26 see stats
Size is everything
Did over 1500 damage in one attack.By Sully the Draconian Forge Knight level 25
22nd Haze 122nd year of Ascendancy at 10:25 see stats
Size matters
Did over 600 damage in one attack.By Sully the Draconian Forge Knight level 21
4th Haze 122nd year of Ascendancy at 21:56 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By Sully the Draconian Forge Knight level 30
9th Regrowth 123rd year of Ascendancy at 06:08 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Sully the Draconian Forge Knight level 30
7th Regrowth 123rd year of Ascendancy at 03:33 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sully the Draconian Forge Knight level 29
60th Haze 122nd year of Ascendancy at 18:18 see stats
The secret city
Discovered the truth about mages.By Sully the Draconian Forge Knight level 31
20th Regrowth 123rd year of Ascendancy at 16:14 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Sully the Draconian Forge Knight level 29
59th Haze 122nd year of Ascendancy at 00:11 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sully the Draconian Forge Knight level 30
9th Regrowth 123rd year of Ascendancy at 08:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sully the Draconian Forge Knight level 25
22nd Haze 122nd year of Ascendancy at 03:50 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sully the Draconian Forge Knight level 24
21st Haze 122nd year of Ascendancy at 19:38 see stats
Log
Linaniil, Supreme Archmage of Angolwen resists the mind attack!
Sully revels in the spilt blood and grows stronger!
Linaniil, Supreme Archmage of Angolwen casts Rune: Acid Wave.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen misses Sully.
Linaniil, Supreme Archmage of Angolwen hits Sully for 297 acid damage.
Sully hits Linaniil, Supreme Archmage of Angolwen for 214 mind, 30 temporal, 4 light, 0 arcane, 19 nature, 4 mind, 2 temporal (273 total damage).
Linaniil, Supreme Archmage of Angolwen uses Infusion: Heroism.
Sully hits Linaniil, Supreme Archmage of Angolwen for 4 temporal, 5 light, 5 fire, 18 physical, 7 darkness (39 total damage).
Linaniil, Supreme Archmage of Angolwen hits Sully for 1 physical, 26 fire (27 total damage).
Sully is recovering from the damage!
Sully resists the stun!
Linaniil, Supreme Archmage of Angolwen hits Sully for 500 fire, 426 physical (926 total damage).
Linaniil, Supreme Archmage of Angolwen hits Pyromancer for 769 fire damage.
Sully uses Infusion: Healing.
Sully receives 337 healing from Infusion: Healing.
Sully uses Infusion: Wild.
Sully lessens the pain.
Sully uses Infusion: Regeneration.
Sully starts regenerating health quickly.
Linaniil, Supreme Archmage of Angolwen casts Shock.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Sully resists!
Lava floor hits Linaniil, Supreme Archmage of Angolwen for 7 fire damage.
Linaniil, Supreme Archmage of Angolwen's Shock hits Sully for 335 lightning damage.
Sully receives 86 healing.
Saving game...
