Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Items Vault 1.3.0Donators/Buyers bonus! 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando magebow class v18 1.3.1Steamtech UI 1.1.4 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. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Thalore |
Class | Doombringer |
Level / Exp | 122 / 22% |
Size | medium |
Lifes / Deaths | Killed by demonic clerk at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:48 / 9Killed by mutilator at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:48 Killed by demonic clerk at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:29 Killed by Betotha the bee swarm at level 12 on the 79th Pyre 122nd year of Ascendancy at 08:10 Killed by Opekre the halfling at level 19 on the 8th Dusk 122nd year of Ascendancy at 15:40 Killed by turtle at level 19 on the 8th Dusk 122nd year of Ascendancy at 17:31 Killed by Eilinyselaith the poison ooze at level 66 on the 37th Haze 122nd year of Ascendancy at 15:18 Killed by Achie at level 105 on the 77th Haze 122nd year of Ascendancy at 09:48 Killed by Achie at level 122 on the 79th Haze 122nd year of Ascendancy at 00:21 |
Primary Stats
Strength | 238 (base 132) |
Dexterity | 78 (base 10) |
Constitution | 212 (base 132) |
Magic | 212 (base 132) |
Willpower | 185 (base 28) |
Cunning | 235 (base 80) |
Resources
Life | 6803/6803 |
Mana | 1831/1831 |
Stamina | 1108/1108 |
Vim | 575/575 |
Healing Factor | 1.76 |
Regeneration | 52.639669196733 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +135.53128042664% |
Vision
Sight | 12 |
Lite | -15 |
Infravision | 65 |
See Stealth | 60.552769372583 |
See Invisible | 124.63104677528 |
Offense: Mainhand
Damage | 837 |
Accuracy | 116 |
Crit Chance | 216% |
APR | 49 |
Speed | 0.91 |
Offense: Spell
Spellpower | 108.16666666667 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 119.08333333333 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 156.31705905003 (100%) |
Defense | 51.8 |
Ranged Defense | 51.8 |
Fatigue | 0 |
Physical Save | 105.55989547202 |
Spell Save | 117.04583333333 |
Mental Save | 123.83705326173 |
Defense: Resistances
All | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 89% |
Poison Resistance | 100% |
Blind Resistance | 43% |
Silence Resistance | 36% |
Pinning Resistance | 20% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 781 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 529 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Torture | 1.50 |
| 12/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat veteran | 1.50 |
| 11/5 |
| 12/5 |
| 11/5 |
| 11/5 |
Corruption / Heart of Fire | 1.37 |
| 12/5 |
| 11/5 |
| 12/5 |
| 11/5 |
Corruption / Fearfire | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Wrath | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 12/5 |
Corruption / Brutality | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 12/5 |
Generic Talents
Corruption / Demonic strength | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 11/5 |
Technique / Combat training | 1.90 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Oppression | 1.37 |
| 12/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 12/5 |
| 11/5 |
| 12/5 |
| 11/5 |
Race / Thalore | 1.20 |
| 7/5 |
| 11/5 |
| 11/5 |
| 9/5 |
Cunning / Survival | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Eternal Suffering |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Keen Senses |
talent | Premonition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by white wolf. Escort: temporal explorer (level 2 of Daikara) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 183. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed xorn fragment. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. * You've found the needed hummerhorn wing. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | Kindlepain the pair of hardened leather boots (0 def, 3 armour) Kindlepain the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 15% chance to blind Changes stats: +4 Str / +6 Dex / +8 Mag / +6 Wil / +5 Cun / +8 Con / +11 Lck Changes damage: +6% light Stealth bonus: +8 Physical save: +30 (+5 eff.) Spell save: +17 (+3 eff.) Mental save: +35 (+5 eff.) Silence immunity: +31% Confusion immunity: +35% Stun/Freeze immunity: +32% Stamina each turn: +1.60 Psi when hit: +0.24 Maximum life: +48.00 Maximum stamina: +18.00 Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +2 Movement speed: +30% Heals friendly targets nearby when you use a nature summon: +10 It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 10 turns. A pair of boots made of leather. |
Light source | dwarven lantern 'Spiderveil' dwarven lantern 'Spiderveil'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Mag / +7 Wil / +44 Cun Changes resistances: +12% nature / +6% arcane Changes resistances penetration: +10% arcane / +10% mind Changes damage: +12% mind Critical mult.: +20.00% Physical save: +19 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +32 (+5 eff.) Spellpower: +17 (+3 eff.) Mental crit. chance: +1% Light radius: -19 Infravision radius: +34 See stealth: +25 See invisible: +25 Heals friendly targets nearby when you use a nature summon: +60 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eilinilraba the cashmere wizard hat (2 def, 0 armour) Eilinilraba the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Changes stats: +2 Str / +18 Wil / +24 Cun / +1 Con Changes resistances: +11% lightning / +11% temporal / +41% mind / +24% nature Changes resistances penetration: +20% mind / +15% blight Changes damage: +11% temporal / +6% darkness / +10% light / +6% blight / +16% nature / +49% mind / +10% physical Maximum encumbrance: +10 Physical save: +48 (+8 eff.) Mental save: +37 (+5 eff.) Mana each turn: +1.70 Psi each turn: +0.53 Mana when hit: +2.10 Maximum mana: +74.00 Maximum psi: +56.00 Spellpower: +8 (+1 eff.) Mindpower: +39 (+6 eff.) Mental crit. chance: +18% It can be used to activate talent Manaflow, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Lavascar the stralite ring Lavascar the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Wil / +5 Con Changes resistances: +52% blight / +18% physical / +51% nature Changes resistances penetration: +15% fire Changes damage: +12% blight / +6% fire / +18% physical Spell save: +34 (+5 eff.) Mental save: +29 (+4 eff.) Poison immunity: +102% Disease immunity: +104% Confusion immunity: +44% Life regen: +3.30 Vim when firing critical spell: +4.00 Maximum life: +164.00 Maximum stamina: +28.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +1% Healing mod.: +46% Rings can have magical properties. |
On fingers | voratun ring 'Islana' voratun ring 'Islana'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +36 (+5 eff.) Physical power: +29 (+4 eff.) Effects on melee hit: * 30% chance to disease * 36% chance to cause random gloom Damage (Melee): 50 bleed Effects on ranged hit: * 40% chance to cause random gloom Damage (Ranged): 38 bleed Changes stats: +10 Str / +18 Dex / +15 Mag / +22 Wil / +27 Cun / +20 Con Changes resistances: +8% blight / +15% nature / +3% mind Spell save: +20 (+3 eff.) Blindness immunity: +15% Poison immunity: +26% Disease immunity: +30% Silence immunity: +5% Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +6.00 Maximum stamina: +39.00 Maximum hate: +29.00 Spellpower: +42 (+7 eff.) Mindpower: +24 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Glaretyphoon' drakeskin leather belt 'Glaretyphoon'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 light / 12 physical Changes stats: +2 Str / +18 Dex / +12 Wil / +16 Cun / +28 Lck Changes resistances: +15% lightning / +12% temporal / +15% fire / +15% cold Changes damage: +12% acid / +3% light Reduced damage from: +36% Summoned Critical mult.: +13.00% Trap disarming bonus: +76 Stealth bonus: +45 Maximum encumbrance: +40 Mental save: +28 (+4 eff.) Stamina each turn: +0.20 Maximum life: +457.00 Maximum mana: +153.00 Maximum stamina: +122.00 Maximum hate: +38.00 Maximum psi: +80.00 Maximum vim: +80.00 Maximum pos.energy: +80.00 Maximum neg.energy: +80.00 Infravision radius: +17 Reduces paradox anomalies(equivalent to willpower): +38 A belt that goes around your waist. |
In main hand | Velunn (71-113.6 power, 4 apr) Velunn (71-113.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 71.0 - 113.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 49% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 lightning / +21 light / +4 acid / +28 blight / +42 cold / +30 mind Burst (radius 1) on hit: +4 temporal Damage against: +41% Undead When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +42 Physical crit. chance: +65.0% Physical power: +19 (+3 eff.) Changes stats: +11 Str / +9 Wil / +10 Cun / +10 Con Changes resistances: +3% temporal / +3% physical / +14% all Changes resistances penetration: +20% nature / +13% physical Changes damage: +21% physical Critical mult.: +55.00% Maximum encumbrance: +50 Disease immunity: +49% Disarm immunity: +27% Life regen: +0.40 Stamina when hit: +4.00 Massive two-handed swords. |
On hands | Medin the rough leather gloves (0 def, 9 armour) Medin the rough leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +8.0% Armour: +9 Effects on melee hit: * 20% chance to disease * 13% chance to cause random gloom Damage (Melee): 7 arcane / 15 mind / 15 darkness Changes stats: +6 Str / +3 Dex / +10 Mag / +11 Wil / +4 Cun / +6 Con Changes resistances: +6% blight / +5% arcane / +6% light / +6% darkness Changes resistances penetration: +20% blight Changes damage: +12% blight Talent mastery: +0.40 Technique / Grappling Critical mult.: +7.00% Mental save: +1 (+0 eff.) Disarm immunity: +50% Maximum life: +94.00 Spell crit. chance: +8% Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Thunderstrider (24 def, 36 armour) Thunderstrider (24 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +24 (+8 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% * 45% chance to daze Damage when hit (Melee): 14 light Changes stats: +9 Str / +1 Mag / +17 Wil / +17 Cun / +7 Con Changes resistances: +27% acid / +28% physical / +30% darkness / +36% lightning / +25% blight / +56% cold / +6% mind / +118% fire Talent cooldown: Rush (-5 turns) Mental save: +49 (+7 eff.) Disarm immunity: +40% Stun/Freeze immunity: +35% Knockback immunity: +39% Life regen: +4.00 Maximum life: +100.00 Light radius: +2 Healing mod.: +30% A suit of armour made of metal plates. |
Cloak | Blazewinter (2 def, 10 armour) Blazewinter (2 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 arcane Changes stats: +8 Str / +4 Dex / +32 Mag / +29 Wil / +10 Con Changes resistances: +22% cold / +16% darkness / +9% light Changes resistances penetration: +14% darkness / +5% light Changes damage: +11% darkness Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 20.00% Stealth bonus: +17 Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +21 (+3 eff.) Stamina each turn: +1.10 Mana each turn: -0.40 Maximum life: +82.00 Maximum mana: +63.00 Spell crit. chance: +33% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Torodas TorodasPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -16% Changes stats: +11 Str / +16 Dex / +8 Mag / +15 Wil / +8 Cun / +12 Con Changes resistances: +22% fire / +22% cold Changes resistances penetration: +10% mind Changes damage: +7% temporal / +6% light / +15% physical / +3% mind / +7% darkness Talent masteries: +0.17 Corruption / Oppression +0.17 Corruption / Heart of Fire Reduces incoming crit damage: 5.00% Blindness immunity: +28% Life regen: +4.10 Stamina each turn: +0.50 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +10 Sight radius: +2 See invisible: +17 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Inventory
regeneration infusion (heal 63 over 5 turns) regeneration infusion (heal 63 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 63 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 ability. |
Rune of the Rift (890.00 temporal damage, removed from time 4 turns) Rune of the Rift (890.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1050.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
archmage's gold amulet of the eclipse archmage's gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 10% chance to blind Changes stats: +4 Mag Changes damage: +7% acid / +10% light / +11% darkness / +7% fire / +6% lightning / +7% cold Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
Arthadunagar the gold ring Arthadunagar the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Effects on melee hit: * 10% chance to disease Changes stats: +7 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Spell save: +11 (+2 eff.) Life regen: +0.90 Maximum life: +55.00 Maximum stamina: +16.00 Healing mod.: +15% Rings can have magical properties. |
psionicist's copper ring of misery psionicist's copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun / +2 Wil Mental save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 30% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 12 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
chilling dwarven-steel greatsword of massacre (45-72 power, 2 apr) chilling dwarven-steel greatsword of massacre (45-72 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed swords. |
dwarven-steel greatsword of vileness (38.5-61.6 power, 2 apr) dwarven-steel greatsword of vileness (38.5-61.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +21 blight Massive two-handed swords. |
flaming dwarven-steel greatsword of crippling (37-59.2 power, 2 apr) flaming dwarven-steel greatsword of crippling (37-59.2 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 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 stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
flaming steel greatsword (26.5-42.4 power, 2 apr) flaming steel greatsword (26.5-42.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed swords. |
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
stralite greatsword of crippling (50.5-80.8 power, 3 apr) stralite greatsword of crippling (50.5-80.8 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
stralite greatsword of massacre (61.5-98.4 power, 3 apr) stralite greatsword of massacre (61.5-98.4 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Elenifast the Blazeusher Elenifast the BlazeusherInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +26 (+4 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +12 Dex / +12 Cun / +12 Con / +20 Lck Changes resistances penetration: +5% mind / +18% physical Changes damage: +6% acid / +23% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +48.00% Trap disarming bonus: +60 Stealth bonus: +30 Physical save: +13 (+2 eff.) Mental save: +17 (+2 eff.) Life regen: +3.20 Mindpower: +8 (+1 eff.) Infravision radius: +12 Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
Manysin ManysinPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes stats: +2 Str / +5 Dex / +7 Cun / +8 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +16 Stealth bonus: +9 Physical save: +5 (+1 eff.) Mindpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +5 It can be used to create a temporary shield that absorbs 236 damage, putting all charms on cooldown for 12 turns. A belt that goes around your waist. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +5 Mana each turn: +0.17 Maximum mana: +32.00 Infravision radius: +4 A belt that goes around your waist. |
cashmere cloak 'Arata' (2 def, 0 armour) cashmere cloak 'Arata' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +33 (+5 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Fatigue: -7% Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Cun / +3 Dex Changes resistances: +15% acid / +15% temporal / +15% darkness Changes resistances penetration: +9% arcane / +14% darkness Changes damage: +3% acid / +6% temporal / +7% arcane / +14% darkness Critical mult.: +19.00% Stealth bonus: +15 Physical save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +82.00 Maximum mana: +62.00 Maximum stamina: +19.00 Spellpower: +7 (+1 eff.) 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. |
spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Spell save: +5 (+1 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe 'Corruptionreign' (3 def, 2 armour) silk robe 'Corruptionreign' (3 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Mag / +6 Wil Changes resistances: +11% lightning / +30% temporal / +37% darkness / +23% fire / +6% nature / +28% blight / +11% cold / +26% mind / +37% light Changes resistances penetration: +17% darkness / +17% physical Changes damage: +13% physical / +18% light / +17% darkness / +6% nature / +15% temporal Reduces incoming crit damage: 15.00% Physical save: +35 (+6 eff.) Spell save: +111 (+16 eff.) Mental save: +54 (+8 eff.) Silence immunity: +44% Life regen: +4.80 Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum life: +88.00 Maximum mana: +84.00 Maximum hate: +13.00 Spellpower: +50 (+8 eff.) Spell crit. chance: +18% Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Healing mod.: +26% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getumnir (0 def, 11 armour) Getumnir (0 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +1 Str / +6 Dex / +8 Mag / +10 Wil / +4 Cun / +1 Con Changes resistances: +11% lightning / +11% temporal Physical save: +11 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +17 (+2 eff.) Mana each turn: +0.34 Maximum mana: +44.00 Maximum hate: +6.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Mindpower: +10 (+2 eff.) Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +30 It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 10 turns. A pair of boots made of leather. |
Islowen (0 def, 4 armour) Islowen (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Cun / +3 Con Changes resistances: +2% physical Changes damage: +6% physical Critical mult.: +6.00% Maximum encumbrance: +10 Physical save: +15 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +18 (+3 eff.) Life regen: +0.20 Maximum stamina: +5.00 Lowers spell cool-downs by: 10% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Bethelle (0 def, 7 armour) Bethelle (0 def, 7 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +1 Con Changes damage: +5% physical Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +12.00 Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Murktaint the hardened leather cap (6 def, 9 armour) Murktaint the hardened leather cap (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +8% physical / +4% all Changes damage: +12% blight Physical save: +14 (+2 eff.) Spell save: +25 (+4 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 A cap made of leather. |
dwarven-steel helm 'Voralramira' (7 def, 11 armour) dwarven-steel helm 'Voralramira' (7 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +16 (+2 eff.) Armour: +11 Defense: +7 (+2 eff.) Fatigue: +4% Changes stats: +5 Str / +11 Dex / +22 Wil / +15 Cun Changes resistances: +11% lightning / +11% temporal / +11% blight / +11% physical / +5% all Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +25 (+4 eff.) Mental save: +11 (+2 eff.) Stamina when hit: +2.10 Equilibrium when hit: +2.10 Maximum life: +20.00 Mindpower: +10 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Mayubregawyn the Shadebile (20 def, 39 armour) Mayubregawyn the Shadebile (20 def, 39 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +39 Defense: +20 (+7 eff.) Fatigue: -3% Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 23 acid / 20 fire Damage when hit (Melee): 16 acid / 19 physical / 16 fire / 8 arcane / 8 temporal Changes stats: +7 Str / +6 Cun / +6 Con Changes resistances: +30% acid / +9% temporal / +9% darkness / +56% cold / +10% arcane / +59% fire Changes damage: +18% arcane / +12% darkness Physical save: +29 (+5 eff.) Spell save: +25 (+4 eff.) Mental save: +22 (+3 eff.) Maximum life: +100.00 A suit of armour made of mail. |
cleansing steel mail armour of stability (2 def, 6 armour) cleansing steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +12% blight / +6% physical / +11% nature Physical save: +12 (+2 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Cuthenik (5 def, 11 armour) Cuthenik (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +2 (+0 eff.) Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +12 Str / +14 Con Changes resistances: +9% acid / +11% physical / +10% lightning / +10% cold / +8% mind / +11% fire Changes resistances penetration: +15% blight Talent cooldown: Rush (-5 turns) Maximum encumbrance: +30 Mental save: +15 (+2 eff.) Disarm immunity: +31% Stun/Freeze immunity: +30% Knockback immunity: +30% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +165.00 A suit of armour made of metal plates. |
radiant steel plate armour of the dragon (4 def, 9 armour) radiant steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 7 light Changes stats: +1 Str / +2 Wil / +2 Con Changes resistances: +6% acid / +7% physical / +11% darkness / +10% blight / +6% fire / +7% lightning / +5% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
spiked iron plate armour of temporal resistance (3 def, 7 armour) spiked iron plate armour of temporal resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 12 physical Changes resistances: +15% temporal A suit of armour made of metal plates. |
5 agate 5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
491 alchemist agate 491 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chargeworm ChargewormPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +13 (+4 eff.) Changes stats: +10 Cun / +6 Con Changes resistances: +14% blight / +7% darkness / +7% light / +6% nature Changes resistances penetration: +10% arcane Changes damage: +18% lightning / +3% physical / +7% darkness / +3% nature Damage affinity(heal): +5% darkness Physical save: +44 (+7 eff.) Spell save: +42 (+6 eff.) Mental save: +37 (+5 eff.) Life regen: +2.00 Mana each turn: +0.08 Maximum vim: +10.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: -12 Infravision radius: +17 See stealth: +9 See invisible: +16 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 343.40 damage. The damage dealt will increase with your Spellpower. 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (203 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +10 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 27 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 79 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Achie the Thalore Doombringer level 86
60th Haze 122nd year of Ascendancy at 11:21 see stats
By Achie the Thalore Doombringer level 91
70th Haze 122nd year of Ascendancy at 23:48 see stats
By Achie the Thalore Doombringer level 20
27th Dusk 122nd year of Ascendancy at 09:37 see stats
By Achie the Thalore Doombringer level 67
37th Haze 122nd year of Ascendancy at 18:10 see stats
By Achie the Thalore Doombringer level 20
27th Dusk 122nd year of Ascendancy at 09:37 see stats
By Achie the Thalore Doombringer level 39
17th Haze 122nd year of Ascendancy at 15:57 see stats
By Achie the Thalore Doombringer level 7
76th Pyre 122nd year of Ascendancy at 22:59 see stats
By Achie the Thalore Doombringer level 54
19th Haze 122nd year of Ascendancy at 16:09 see stats
By Achie the Thalore Doombringer level 10
78th Pyre 122nd year of Ascendancy at 06:40 see stats
By Achie the Thalore Doombringer level 20
8th Dusk 122nd year of Ascendancy at 18:23 see stats
By Achie the Thalore Doombringer level 30
15th Haze 122nd year of Ascendancy at 21:51 see stats
By Achie the Thalore Doombringer level 40
17th Haze 122nd year of Ascendancy at 19:37 see stats
By Achie the Thalore Doombringer level 50
19th Haze 122nd year of Ascendancy at 01:29 see stats
By Achie the Thalore Doombringer level 86
39th Haze 122nd year of Ascendancy at 12:37 see stats
By Achie the Thalore Doombringer level 72
38th Haze 122nd year of Ascendancy at 06:12 see stats
By Achie the Thalore Doombringer level 71
38th Haze 122nd year of Ascendancy at 05:13 see stats
By Achie the Thalore Doombringer level 30
16th Haze 122nd year of Ascendancy at 02:50 see stats
By Achie the Thalore Doombringer level 20
15th Haze 122nd year of Ascendancy at 17:39 see stats
By Achie the Thalore Doombringer level 105
77th Haze 122nd year of Ascendancy at 09:48 see stats
By Achie the Thalore Doombringer level 86
60th Haze 122nd year of Ascendancy at 11:21 see stats
By Achie the Thalore Doombringer level 19
8th Dusk 122nd year of Ascendancy at 17:30 see stats
By Achie the Thalore Doombringer level 86
60th Haze 122nd year of Ascendancy at 11:21 see stats
By Achie the Thalore Doombringer level 53
19th Haze 122nd year of Ascendancy at 13:40 see stats
By Achie the Thalore Doombringer level 20
42nd Dusk 122nd year of Ascendancy at 23:10 see stats
By Achie the Thalore Doombringer level 102
77th Haze 122nd year of Ascendancy at 07:12 see stats
By Achie the Thalore Doombringer level 46
18th Haze 122nd year of Ascendancy at 22:21 see stats
Log
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Ran for 23 turns (stop reason: suffocating).
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
There is a Temporal Rift here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
You gain 13.08 gold from the transmogrification of stormwoven cashmere robe of life (2 def, 0 armour).
You gain 6.29 gold from the transmogrification of mindwoven cashmere robe of life (2 def, 0 armour).
You gain 8.76 gold from the transmogrification of lifebinding yew vilestaff of illumination (20-24 power, 4 apr, acid element).
You gain 8.46 gold from the transmogrification of lifebinding ash vilestaff of wizardry (15-18 power, 3 apr, blight element).
You gain 7.28 gold from the transmogrification of plaguebringer's steel mace of torment (14.5-20.3 power, 3 apr).
You gain 4.47 gold from the transmogrification of steel greatsword of rage (27-43.2 power, 2 apr).
You gain 2.02 gold from the transmogrification of savior's gold ring of lightning (+32%).
You gain 1.00 gold from the transmogrification of wild infusion (resist 19%; cure physical).
There is a way to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Achie deactivates Flame of Urh'Rok.
Achie deactivates Eternal Suffering.
Achie deactivates Abyssal Shield.
Achie deactivates Share the Pain.
Achie deactivates Premonition.
Achie deactivates Keen Senses.
Achie deactivates Horrifying Blows.