Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 17 / 85% |
Size | medium |
Lifes / Deaths | no deaths recorded 10003 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 88 (base 43) |
Dexterity | 62 (base 43) |
Constitution | 102 (base 43) |
Magic | 56 (base 43) |
Willpower | 67 (base 43) |
Cunning | 61 (base 43) |
Resources
Mana | 2735/2735 |
Negative | 2240/2240 |
Life | 10002904/10002904 |
Paradox | 300 |
Soul | 57/57 |
Hate | 150/150 |
Equilibrium | 23 |
Vim | 2516/2516 |
Positive | 2240/2240 |
Stamina | 2482/2482 |
Psi | 2565/2565 |
Healing Factor | 2.1073484249333 |
Regeneration | 21073630.031794 |
Speed
Mental | +4.7273219960986% |
Attack | +14.727321996099% |
Movement | +381.94456601991% |
Spell | 0% |
Global | +254.09733090469% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 21 |
See Stealth | 162.59555670555 |
See Invisible | 162.59555670555 |
Offense: Mainhand
Damage | 143 |
Accuracy | 95 |
Crit Chance | 137% |
APR | 108 |
Speed | 0.95 |
Offense: Offhand
Damage | 128 |
Accuracy | 95 |
Crit Chance | 136% |
APR | 100 |
Speed | 0.95 |
Offense: Spell
Spellpower | 36.5 |
Crit Chance | 99% |
Speed | 1 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 87% |
Speed | 0.87163195531924 |
Offense: Damage Bonus
Physical | +5% |
Nature | +29% |
Light | +14% |
Fire | +2% |
Cold | +5% |
Arcane | +2% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 12 (90.209663633406%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 41 |
Mental Save | 41 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +110%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 74% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 55% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Sun | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Chronomancy / Temporal Guardian | 2.20 |
| 6 |
| 10 |
| 6 |
| 0 |
Technique / Two-handed assault | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Wild-gift / Fire drake aspect | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Cursed / Slaughter | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Sanguisuge | 2.20 |
| 2 |
| 10 |
| 0 |
| 0 |
Wild-gift / Slime | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Spell / Dreadmaster | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Bloodthirst | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Spell / Eradication | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Ooze | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Celestial / Twilight | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Earth | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Battle tactics | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Technique / Shield offense | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Psionic / Body snatcher | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Throwing knives | 2.20 |
| 3 |
| 7 |
| 6 |
| 0 |
Cursed / Gloom | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Celestial / Crusader | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Oozing blades | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Wild-gift / Summoning (advanced) | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Spell / Energy alchemy | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Poisons | 2.20 |
| 11 |
| 10 |
| 6 |
| 0 |
Technique / Combat veteran | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Vim | 2.20 |
| 11 |
| 7 |
| 3 |
| 2 |
Technique / Assassination | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Wild-gift / Higher draconic abilities | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Wild-gift / Venom drake aspect | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Scourge | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Celestial / Circles | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Summoning (melee) | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Storm | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Archery training | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Phantasm | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Corruption / Reaving combat | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Rot | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Technique / Dual techniques | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Cunning / Artifice | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Spell / Nightfall | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Celestial / Star fury | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Golemancy | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Psionic / Psionic menace | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Bone | 2.20 |
| 11 |
| 7 |
| 6 |
| 0 |
Wild-gift / Moss | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Plague | 2.20 |
| 14 |
| 0 |
| 0 |
| 0 |
Technique / Combat techniques | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Technique / Warcries | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Psionic / Battle psionics | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Chronomancy / Temporal Combat | 2.20 |
| 14 |
| 7 |
| 6 |
| 0 |
Cursed / Darkness | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Psionic / Possession | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Unarmed discipline | 2.20 |
| 11 |
| 10 |
| 3 |
| 0 |
Spell / Meta | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Psionic / Solipsism | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Wild-gift / Cold drake aspect | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Berserker's strength | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Cunning / Stealth | 2.20 |
| 14 |
| 10 |
| 6 |
| 0 |
Cursed / Rampage | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Spell / Frost alchemy | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Wild-gift / Corrosive blades | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Wild-gift / Sand drake aspect | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Spell / Temporal | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Master necromancer | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Chronomancy / Speed Control | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Chronomancy / Temporal Hounds | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Technique / Archery prowess | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Agility | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Celestial / Glyphs | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Chronomancy / Threaded Combat | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Chronomancy / Bow Threading | 2.20 |
| 11 |
| 7 |
| 3 |
| 2 |
Cunning / Trapping | 2.20 |
| 3 |
| 7 |
| 6 |
| 2 |
Cursed / Fears | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Cursed / Advanced shadowmancy | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Cursed / One with shadows | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Cursed / Punishments | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Psionic / Deep horror | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Celestial / Radiance | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Psionic / Psychic blows | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Marksmanship | 2.20 |
| 7 |
| 10 |
| 6 |
| 2 |
Wild-gift / Summoning (distance) | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Fire alchemy | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Celestial / Sunlight | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Finishing moves | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Cursed / Predator | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Spell / Grave | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Cursed / Strife | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Grappling | 2.20 |
| 11 |
| 10 |
| 3 |
| 0 |
Cursed / Endless hunt | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Celestial / Guardian | 2.00 |
| 4 |
| 0 |
| 0 |
| 0 |
Technique / Superiority | 2.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Chronomancy / Stasis | 2.20 |
| 14 |
| 7 |
| 3 |
| 0 |
Spell / Air | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Advanced-golemancy | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Eyal's fury | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Cunning / Ambush | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Wild-gift / Mucus | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Technique / Duelist | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Celestial / Combat | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Fire | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Cunning / Tactical | 2.70 |
| 14 |
| 10 |
| 6 |
| 2 |
Wild-gift / Summoning (utility) | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Technique / Pugilism | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Animus | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Wild-gift / Storm drake aspect | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Cunning / Shadow magic | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Spell / Rime wraith | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Master of flesh | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Chronomancy / Spacetime Folding | 2.20 |
| 14 |
| 7 |
| 3 |
| 0 |
Spell / Glacial waste | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Reflexes | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Ice | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Acid alchemy | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Cursed / Shadows | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Spell / Arcane | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Explosive admixtures | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Chronomancy / Blade Threading | 2.20 |
| 11 |
| 7 |
| 3 |
| 2 |
Spell / Enhancement | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Celestial / Eclipse | 2.20 |
| 14 |
| 0 |
| 0 |
| 0 |
Technique / Magical combat | 2.20 |
| 11 |
| 10 |
| 6 |
| 2 |
Spell / Master of bones | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Sniper | 2.20 |
| 4 |
| 0 |
| 0 |
| 0 |
Technique / Shield defense | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Aether | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Age of dusk | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Dirty fighting | 2.20 |
| 11 |
| 10 |
| 3 |
| 0 |
Spell / Water | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Death | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Wildfire | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Summoning (augmentation) | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Spell / Stone | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Force of will | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Generic Talents
Cursed / Cursed form | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Vile life | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Spell / Spectre | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Psionic / Ravenous mind | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Chronomancy / Spacetime Weaving | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Celestial / Light | 2.20 |
| 12 |
| 7 |
| 3 |
| 0 |
Wild-gift / Call of the wild | 2.20 |
| 14 |
| 10 |
| 6 |
| 0 |
Spell / Conveyance | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Wild-gift / Mindstar mastery | 2.20 |
| 14 |
| 7 |
| 3 |
| 0 |
Spell / Staff combat | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Cursed / Gestures | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Corruption / Curses | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Cunning / Lethality | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Psionic / Mentalism | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Wild-gift / Harmony | 3.00 |
| 11 |
| 10 |
| 3 |
| 0 |
Spell / Divination | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Corruption / Torment | 2.20 |
| 14 |
| 7 |
| 3 |
| 2 |
Technique / Thuggery | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Chronomancy / Fate Weaving | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Chronomancy / Chronomancy | 2.20 |
| 14 |
| 10 |
| 3 |
| 0 |
Technique / Conditioning | 2.20 |
| 17 |
| 13 |
| 9 |
| 5 |
Wild-gift / Antimagic | 2.20 |
| 14 |
| 7 |
| 6 |
| 0 |
Corruption / Hexes | 2.20 |
| 11 |
| 7 |
| 3 |
| 0 |
Wild-gift / Fungus | 2.20 |
| 14 |
| 10 |
| 6 |
| 0 |
Cunning / Survival | 2.20 |
| 17 |
| 10 |
| 6 |
| 2 |
Technique / Unarmed training | 2.20 |
| 6 |
| 7 |
| 3 |
| 0 |
Celestial / Hymns | 2.20 |
| 14 |
| 10 |
| 6 |
| 0 |
Spell / Aegis | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Technique / Combat training | 2.20 |
| 9 |
| 8 |
| 6 |
| 5 |
| 12 |
| 8 |
Technique / Mobility | 2.20 |
| 11 |
| 7 |
| 3 |
| 2 |
Spell / Necrosis | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Celestial / Chants | 2.20 |
| 14 |
| 7 |
| 3 |
| 2 |
Cunning / Scoundrel | 2.20 |
| 17 |
| 13 |
| 9 |
| 5 |
Spell / Stone alchemy | 2.20 |
| 2 |
| 0 |
| 0 |
| 0 |
Cursed / Dark sustenance | 2.20 |
| 14 |
| 10 |
| 6 |
| 2 |
Effects
talent | Volatile Poison |
talent | Gloom |
talent | Acidic Skin |
talent | Cleave |
talent | Stalk |
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Deflection |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Savage Hunter |
talent | Leeching Poison |
beneficial effect | Hunting: Marked Prey- Ultimate gwelgoroth - Ultimate gwelgoroth - Greater gwelgoroth 13% Received damage reduction against: - Air |
beneficial effect | Guarding against melee damage: Will dismiss up to 56 damage from the next 1.5 attack(s). Guarded |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+54% global speed). Clarity |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | The target is moving is 220% faster. 3 Celerity |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 195 - 274 Accuracy: 111 (knife) APR: 88 Crit Chance: +167% Crit mult: 402% Uses Stats: 50% Cun, 0% Mag, 70% Dex |
beneficial effect | Countering melee attacks: Has a 87% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Morningdare' (0 def, 1 armour) pair of rough leather boots 'Morningdare' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Lck / +4 Dex Changes resistances: +3% fire / +3% light / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +12% light Stealth bonus: +7 Light radius: +1 A pair of boots made of leather. |
Light source | Pyreblur PyreblurInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil Changes resistances: +6% nature Changes damage: +6% mind / +3% fire Disease immunity: +20% Maximum life: +20.00 Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap of knowledge (0 def, 3 armour) hardened leather cap of knowledge (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Mindpower: +3 (+1 eff.) A cap made of leather. |
Tool | Dairakalthodas (dig speed 30 turns) Dairakalthodas (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Physical power: +10 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +4 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 8 cooldown : Effective talent level: 4.4 Power cost: 8 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On hands | steady rough leather gloves of butchering (0 def, 1 armour) steady rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +1 Changes resistances: +5% blight Physical save: +6 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 11% chance to slow global speed by 80% * 11% chance to reduce armor by 29% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +7 (+0 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | onyx mindstar (13-14 power, 32 apr, mind damage) onyx mindstar (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 0% Mag, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +20 light When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances: +3% nature / +6% temporal Changes damage: +3% arcane Talent granted: +1 Attune Mindstar Critical mult.: +12.00% Disease immunity: +20% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Main armor | Brandresolve (0 def, 0 armour) Brandresolve (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Con Changes resistances: +5% arcane / +12% fire / +21% nature / +11% all Changes damage: +30% nature Poison immunity: +46% Disease immunity: +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | thorny mindstar 'Glintriver' (8-9 power, 24 apr, mind damage) thorny mindstar 'Glintriver' (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 0% Mag, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +9% darkness Changes damage: +3% light / +6% cold Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Maximum psi: +15.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | cashmere cloak 'Glibrelaith' (2 def, 7 armour) cashmere cloak 'Glibrelaith' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +2 Dex Changes resistances: +6% blight / +16% cold / +1% physical Changes damage: +6% physical Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Befast BefastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +3 Wil Changes resistances: +3% physical / +9% fire Changes resistances penetration: +5% blight Teleport immunity: +10% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 105; 16 cd) regeneration infusion (heal 105; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 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 nature talent. |
blink rune (range 4; phase 14; cd 13) blink rune (range 4; phase 14; cd 13)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: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 29; cd 20) teleportation rune (range 29; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 29 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 spell talent. |
Brightbane BrightbanePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Str / +3 Mag Changes resistances: +12% acid / +15% fire / +15% cold Changes resistances penetration: +20% fire Changes damage: +4% darkness / +5% temporal / +5% light / +5% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Hetturoddazilarab the Hazebraze Hetturoddazilarab the HazebrazePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 5% chance to reduce damage dealt by 40% Damage when hit (Melee): 6 mind Changes stats: +3 Mag Changes damage: +12% cold / +7% light / +7% darkness Life regen: +1.00 Amulets make your neck look great! |
starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
dwarven-steel battleaxe 'Cloudhacker' (32-48 power, 2 apr) dwarven-steel battleaxe 'Cloudhacker' (32-48 power, 2 apr)Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 21 arcane resource burn Damage (radius 2) on crit: +12 lightning When wielded/worn: Changes stats: +7 Str / +7 Dex / +9 Mag / +18 Wil / +5 Cun / +16 Con Changes resistances: +3% cold / +3% nature / +6% darkness Changes damage: +3% lightning Maximum life: +23.00 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Deepsspar' (40-60 power, 2 apr) dwarven-steel battleaxe 'Deepsspar' (40-60 power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +1 Cun / +3 Str Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 7 power out of 20/20) : Effective talent level: 6.6 Power cost: 7 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 128.71 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel dagger 'Elasetha' (26-33 power, 7 apr) dwarven-steel dagger 'Elasetha' (26-33 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 50% Cun, 0% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Defense: +5 (+1 eff.) Changes damage: +9% arcane Only die when reaching: -20.00 life Maximum stamina: +20.00 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of erosion (17-22 power, 7 apr) warbringer's dwarven-steel dagger of erosion (17-22 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 7 power out of 20/20) : Effective talent level: 4.4 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 145% damage. If the attack hits, the target's armour and saves are reduced by 22 for 8 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 73% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Thunderparry (37-60 power, 2 apr) Thunderparry (37-60 power, 2 apr)Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 80% Damage (Melee): +12 acid / +4 lightning Damage (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 29% Changes resistances: +3% lightning Massive two-handed swords. |
iron greatsword (18-29 power, 1 apr) iron greatsword (18-29 power, 1 apr)Requires: - Magic 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
truestriking dwarven-steel greatsword (37-59 power, 2 apr) truestriking dwarven-steel greatsword (37-59 power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +10% physical Massive two-handed swords. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Chalyldir the Strikebile (2-2 power, 12 apr, nature damage) Chalyldir the Strikebile (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +2 Cun Changes resistances: +3% blight Changes resistances penetration: +25% lightning Changes damage: +3% nature / +6% lightning Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Disease immunity: +10% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (5-5 power, 18 apr, nature damage) creative vined mindstar (5-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, mind damage) mossy mindstar (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 0% Mag, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, nature damage) mossy mindstar (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 0% Mag, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Gukira' (2-2 power, 12 apr, mind damage) mossy mindstar 'Gukira' (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 50 Damage when hit (Melee): 6 temporal Changes stats: +1 Str / +3 Dex / +1 Mag Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of clarity (4-4 power, 18 apr, nature damage) nature's vined mindstar of clarity (4-4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Disease immunity: +12% Maximum psi: +11.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm starstaff of channeling (10-12 power, 2 apr, temporal element) lifebinding elm starstaff of channeling (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +10% temporal Talent granted: +1 Command Staff Life regen: +0.60 Mana each turn: +0.12 Spellpower: +15 (+2 eff.) Spell crit. chance: +1% Healing mod.: +11% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Bloomresolve (1 def, 6 armour) Bloomresolve (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +1 Mag Changes resistances: +9% nature / +11% cold Changes resistances penetration: +10% nature / +5% mind Mental save: +3 (+1 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinavena (1 def, 0 armour) Eilinavena (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +2 Dex / +1 Mag / +1 Wil / +1 Cun Changes resistances penetration: +5% blight Mana each turn: +0.08 Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveldabeth (1 def, 0 armour) Iveldabeth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 temporal Changes stats: +2 Str / +2 Dex / +2 Cun / +1 Con Reduces incoming crit damage: 5.00% Mana when firing critical spell: +2.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinnull (0 def, 0 armour) Toxinnull (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Changes resistances: +3% blight / +27% cold / +9% nature / +13% all Changes damage: +6% nature / +18% cold Critical mult.: +5.00% Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelysemina the Arcspawn (0 def, 1 armour) Emelysemina the Arcspawn (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +14% lightning / +6% temporal / +3% blight Changes damage: +9% lightning / +3% temporal / +6% blight A pair of boots made of leather. |
Gorylekan the pair of hardened leather boots (0 def, 3 armour) Gorylekan the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Damage when hit (Melee): 4 mind Changes resistances: +3% lightning / +3% darkness Critical mult.: +10.00% Maximum encumbrance: +29 Physical save: +10 (+0 eff.) Poison immunity: +10% Maximum life: +80.00 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour) miner's pair of rough leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.40 Maximum stamina: +13.00 Infravision radius: +1 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 5 power out of 30/30) : Effective talent level: 1.0 Power cost: 5 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 72.14 to 216.41 lightning damage (144.28 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Emarekira the Corruptionwarden (1 def, 0 armour) Emarekira the Corruptionwarden (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 80% * 20% chance to reduce damage dealt by 40% Changes resistances: +18% lightning Changes damage: +12% lightning / +9% nature Mindpower: +15 (+3 eff.) A pointy cloth hat, very wizardly... |
Rhozilamahad the Chargeknight (1 def, 0 armour) Rhozilamahad the Chargeknight (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes resistances: +9% fire / +5% arcane / +3% nature Changes damage: +6% lightning Spell save: +6 (+0 eff.) Psi each turn: +0.12 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
grounding linen wizard hat of the mind (+6%) (1 def, 0 armour) grounding linen wizard hat of the mind (+6%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +11% mind Changes damage: +11% mind A pointy cloth hat, very wizardly... |
linen wizard hat 'Olarim' (1 def, 0 armour) linen wizard hat 'Olarim' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Con Changes resistances: +3% lightning / +16% fire / +2% physical Changes damage: +11% fire Cut immunity: +20% Knockback immunity: +10% Maximum life: +20.00 A pointy cloth hat, very wizardly... |
linen wizard hat of madness (1 def, 0 armour) linen wizard hat of madness (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Wil Mental save: +10 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Hateful Whisper, placing all other charms into a 5 cooldown : Effective talent level: 6.6 Power cost: 5 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 455 Mind damage and spreads amongst your foes, dealing damage and feeding you 6.1 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 38% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
rough leather cap of absorption (0 def, 1 armour) rough leather cap of absorption (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina when hit: +0.70 Equilibrium when hit: +0.90 A cap made of leather. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 8 power out of 50/50) : Effective talent level: 2.0 Power cost: 8 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 97.15 to 291.44 lightning damage (194.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Fuliroddadin (9 def, 6 armour) Fuliroddadin (9 def, 6 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex / +2 Cun / +3 Con Critical mult.: +10.00% Mental save: +11 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Growthbait the cured leather armour (6 def, 4 armour) Growthbait the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Mag Changes resistances: +18% lightning / +16% cold Changes damage: +6% nature Life regen: +3.40 Maximum life: +30.00 Light radius: +2 Healing mod.: +10% A suit of armour made of leather. |
Emabretira the Arcobsidian (17/17, 32-45 power, 10 apr) Emabretira the Arcobsidian (17/17, 32-45 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 Turns elapse between self-loadings: 4 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 acid / +16 temporal Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +16 acid Arrows are used with bows to pierce your foes to death. |
Isera the Tempestspawn (19/19, 31-44 power, 10 apr) Isera the Tempestspawn (19/19, 31-44 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Damage (Ranged): +4 lightning / +8 fire Damage (radius 1) on hit: +8 lightning / +12 fire Damage (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
Sewergrind (16/16, 12-16 power, 5 apr) Sewergrind (16/16, 12-16 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to slow global speed by 80% * 15% chance to reduce all saves and defense by 50 Damage (Ranged): +20 cold / +12 nature / +9 mind Damage (radius 2) on crit: +12 nature Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of accuracy (21/21, 31-44 power, 7 apr) deadly quiver of ash arrows of accuracy (21/21, 31-44 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 31.5 - 44.1 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows of accuracy (43/43, 35-49 power, 10 apr) high-capacity quiver of yew arrows of accuracy (43/43, 35-49 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 43 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (13/13, 13-18 power, 5 apr) quiver of elm arrows (13/13, 13-18 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Tempestnail' (19/19, 43-60 power, 14 apr) quiver of elven-wood arrows 'Tempestnail' (19/19, 43-60 power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 350 physical damage Damage (Ranged): +12 lightning / +11 physical / +8 cold Damage (radius 1) on hit: +4 lightning / +16 cold Damage (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 16 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
9 agate 9 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
250 alchemist agate 250 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. |
opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Starwisp (dig speed 14 turns) Starwisp (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Str Changes resistances: +3% acid / +6% fire / +6% darkness Mental save: +6 (+2 eff.) Confusion immunity: +10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 35 turns) iron pickaxe (dig speed 35 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Pitchrip the dwarven lantern Pitchrip the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% darkness Physical save: +5 (+0 eff.) Maximum vim: +50.00 Spell crit. chance: +3% Light radius: +5 Healing mod.: +17% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Heatserpent' brass lantern 'Heatserpent'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +1% physical Changes damage: +3% fire Physical save: +6 (+0 eff.) Poison immunity: +10% Pinning immunity: +20% Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +6 See stealth: +6 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
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. |
Rod of Recall (6/6) Rod of Recall (6/6)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 61 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gloriwen (17/17, 54-64 power, 5 apr) Gloriwen (17/17, 54-64 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 Travel speed: +200% Damage (radius 1) on hit: +20 physical Damage (radius 2) on crit: +20 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Shivermoon the pouch of steel shots (14/14, 27-32 power, 2 apr) Shivermoon the pouch of steel shots (14/14, 27-32 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 14 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 lightning / +20 cold Damage (radius 1) on hit: +20 cold Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Gomiwe' (16/16, 12-15 power, 2 apr) pouch of iron shots 'Gomiwe' (16/16, 12-15 power, 2 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +2 Crit. chance: +7.0% Capacity: 16 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of accuracy (11/11, 15-18 power, 1 apr) pouch of iron shots of accuracy (11/11, 15-18 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Shots are used with slings to pummel your foes to death. |
Brenodin [power 105] (8 cooldown) Brenodin [power 105] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% cold / +5% arcane / +6% nature Reduces incoming crit damage: 5.00% Mana when firing critical spell: +1.00 Spell crit. chance: +3% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 244 Base Damage: 115 Armor: 0 All Resist: 3 Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of lightning storm 'Getegodir' [power 242] (5 cooldown) yew wand of lightning storm 'Getegodir' [power 242] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% lightning / +2% physical Maximum stamina: +10.00 Maximum hate: +2.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (241 total damage) Activation puts all charms on cooldown for 5 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Smith the Superhuman Adventurer level 2
74th Pyre 122nd year of Ascendancy at 18:02 see stats
By Smith the Superhuman Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 07:37 see stats
By Smith the Superhuman Adventurer level 13
2nd Summertide 122nd year of Ascendancy at 13:20 see stats
By Smith the Superhuman Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 10:56 see stats
By Smith the Superhuman Adventurer level 13
2nd Summertide 122nd year of Ascendancy at 13:20 see stats
By Smith the Superhuman Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 10:21 see stats
By Smith the Superhuman Adventurer level 13
40th Dusk 122nd year of Ascendancy at 12:54 see stats
By Smith the Superhuman Adventurer level 2
74th Pyre 122nd year of Ascendancy at 18:02 see stats
By Smith the Superhuman Adventurer level 2
74th Pyre 122nd year of Ascendancy at 18:02 see stats
By Smith the Superhuman Adventurer level 5
75th Pyre 122nd year of Ascendancy at 10:58 see stats
Log
Shadow casts Phase Door.
Smith receives 13 healing (58 psi heal) from Unnatural Body.
Shadow casts Phase Door.
There is a previous level here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Smith receives 13 healing (58 psi heal) from Unnatural Body.
Smith receives 13 healing (58 psi heal) from Unnatural Body.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Godmode is disabled in wilderness!
Godmode is disabled in wilderness!
Smith receives 13 healing (58 psi heal) from Unnatural Body.
There is a Derth (Town) here (press '' or right click to use).
Godmode is disabled in wilderness!
There is an exit to the worldmap here (press '' or right click to use).