






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Ashes of Urh'Rok 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Hunted |
Level / Exp | 23 / 42% |
Size | medium |
Lifes / Deaths | Killed by Elothra the sick fox at level 11 on the 5th Flare 122nd year of Ascendancy at 01:27 0 / 6Killed by Cyrulaith the giant blue ant at level 14 on the 2nd Dusk 122nd year of Ascendancy at 06:00 Killed by Assassin Lord at level 18 on the 57th Dusk 122nd year of Ascendancy at 21:33 Killed by Assassin Lord at level 18 on the 57th Dusk 122nd year of Ascendancy at 22:43 Killed by Ivatta the dremling at level 21 on the 25th Haze 122nd year of Ascendancy at 21:11 Killed by Eluremina the copperhead snake at level 23 on the 41st Haze 122nd year of Ascendancy at 08:20 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 28) |
Dexterity | 31 (base 26) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 73 (base 53) |
Cunning | 21 (base 11) |
Resources
Life | -103/646 |
Hate | 15/105 |
Equilibrium | 45 |
Healing Factor | 0.60176801380181 |
Regeneration | 4.3628181000632 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Barehand
Damage | 73 |
Accuracy | 44 |
Crit Chance | 11% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Physical | +24% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 24 (38.594633868923%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 40 |
Mental Save | 37 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 14%( 70%) |
Physical | + 20%( 70%) |
Cold | + 27%( 70%) |
All | + 9%( 70%) |
Lightning | + 20%( 70%) |
Light | + 17%( 70%) |
Darkness | + 14%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Pinning Resistance | 37% |
Bleed Resistance | 10% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 78% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Primal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Prowl | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Werebeast | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Horned Horror. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | ![]() scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Armour penetration: +7 (-) Physical power: +6 (+2 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Effects when hit in melee: * 23 arcane resource burn Damage when hit (Melee): 0(-23) item manaburn arcane Changes resistances: +5%(-) blight Spell save: +21 (+10 eff.) (-) When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Wil, 80% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) On weapon hit: * 13% chance to reduce armor by 10% * 15 arcane resource burn * 12% chance to slow global speed by 55% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+5 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() evasive steel torque of psionic shield [power 51] (17/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() steel ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): 0(-11) item expose / 11(-) physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 0(-11) item expose / 12(-) physical Changes stats: +3(-) Cun Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +5.00 (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Radhybar Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 0(-11) physical / 0(-11) item expose Damage (Ranged): 0(-12) physical / 0(-11) item expose Changes stats: +0(-3) Cun / +5 Wil Changes damage: +9% physical Maximum encumbrance: +24 Mental save: +10 (+4 eff.) Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +20% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +24.00 Maximum stamina: +10.00 Maximum hate: +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Main armor | ![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+6 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +15%(-) acid / +12%(-) physical / +9%(-) all Changes resistances penetration: +10%(-) mind / +10%(-) physical Changes damage: +5%(-) mind / +5%(-) physical Physical save: +10 (+5 eff.) (-) Mindpower: +8 (+3 eff.) (-) Mental crit. chance: +4% (-) It can be used to send out a range 5 beam of kinetic energy, dealing 45.96 to 57.45 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Around waist | ![]() Mighty Girdle Crafted 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. |
Light source | ![]() brass lantern 'Nimbusquake' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12%(-) lightning / +9%(-) light / +6%(-) darkness Cut immunity: +10% (-) Life regen: +4.00 (-) Only die when reaching: -80.00 life (-) Maximum life: +48.00 (-) 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. |
Inventory
![]() movement infusion of the wizard (speed 468%; cd 17) 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: 17(+4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468%(-53%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() regeneration infusion of the titan (heal 142; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(-2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142(-166) life over 5 turns. Its effects scale with your -Willpower, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
![]() regeneration infusion of the titan (heal 187; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187(-121) life over 5 turns. Its effects scale with your -Willpower, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
![]() blink rune (range 3; phase 11; cd 17) 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: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 11%, your defense is increased by 11 and all your resistances by 11%. 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. |
![]() shatter afflictions rune of the duelist (absorb 70; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() copper ring 'Scabpierce' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Damage (Melee): 0(-11) physical / 0(-11) item expose Damage (Ranged): 0(-12) physical / 0(-11) item expose Changes stats: +0(-3) Cun Changes resistances penetration: +5% nature / +15% fire Critical mult.: +10.00% Mental save: +6 (+3 eff.) Confusion immunity: +21% Hate when firing a critical mind attack: +0.00 (-1.00) Only die when reaching: -60.00 life Maximum hate: +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Poremina the steel ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Effects on melee hit: * 10% chance to reduce armor by 10% Damage (Melee): 0(-11) physical / 0(-11) item expose Damage (Ranged): 0(-12) physical / 0(-11) item expose Changes stats: +0(-3) Cun Changes resistances: +24% lightning / +26% fire Changes resistances penetration: +5% acid / +5% physical Changes damage: +12% lightning / +13% fire Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() dwarven-steel dagger of crippling (Misfortune) (16-21 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune Sharp, short and deadly. |
![]() dwarven-steel dagger of massacre (Nightmares) (26-34 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
![]() hateful dwarven-steel dagger of crippling (Shrouds) (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 darkness Damage against: +5% Living When wielded/worn: Physical crit. chance: +10.0% Curse of Shrouds Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of projection (Nightmares) (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Curse of Nightmares Sharp, short and deadly. |
![]() caller's vined mindstar of storms (Nightmares) (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +6% lightning / +2% physical / +4% cold / +2% fire / +2% acid Changes damage: +4% lightning / +7% physical / +7% cold / +8% fire / +6% acid Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +27 Max wilder summons: +2 Curse of Nightmares 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. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 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: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Damage (Melee): 16 physical Changes resistances: +18% cold / +12% physical Changes resistances penetration: +20% cold / +12% physical Changes damage: +17% lightning / +8% physical / +8% cold / +18% fire Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +13 (+4 eff.) Mental crit. chance: +5% Curse of Madness 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. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 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: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +16 fire When wielded/worn: Damage (Melee): 4 lightning / 5 physical / 14 darkness / 7 acid / 7 fire / 10 mind / 7 cold Changes resistances: +6% lightning / +7% physical / +3% light / +7% fire / +5% cold / +9% acid Changes resistances penetration: +10% light Changes damage: +7% mind / +7% darkness / +6% light Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +34.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune 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. |
![]() This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of light (+19%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +19% light / +9%(-) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) physical / +13% light / +0%(-5%) mind Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) (-5 (-2 eff.)) Mental crit. chance: +3% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (+7) Armour Hardiness: +30% Defense: +10 (+5 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +4(-) Wil / +0(-3) Cun / +5 Con Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +30% nature / +11%(+2%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +15% acid / +0%(-5%) physical / +15% nature / +15%(+10%) mind Physical save: +10 (+5 eff.) (-) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) (+2 (+0 eff.)) Mental crit. chance: +5% (+1%) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() This item will automatically be transmogrified when you leave the level. duelist's hardened leather armour (13 def, 10 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 (+2) Defense: +13 (+6 eff.) (+1 (+0 eff.)) Fatigue: +8% Changes stats: +3 Dex / +0(-4) Wil / +3(-) Cun Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-2) Defense: +9 (+4 eff.) (-3 (-2 eff.)) Fatigue: +8% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +20%(+5%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +2.20 Stamina each turn: +0.80 Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
![]() duelist's reinforced leather armour of the deep (14 def, 14 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 (+6) Defense: +14 (+7 eff.) (+2 (+1 eff.)) Fatigue: +8% Changes stats: +7 Dex / +0(-4) Wil / +5(+2) Cun Changes resistances: +5%(-10%) acid / +7% cold / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
![]() Arcsever the stralite mail armour (4 def, 9 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 (+1) Defense: +4 (+2 eff.) (-8 (-4 eff.)) Fatigue: +12% Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +0(-4) Wil / +0(-3) Cun / +3 Con Changes resistances: +9%(-6%) acid / +0%(-12%) physical / +9% blight / +26% cold / +0%(-9%) all Changes resistances penetration: +10% fire / +0%(-10%) mind / +0%(-10%) physical Changes damage: +15% blight / +0%(-5%) physical / +0%(-5%) mind Allows you to breathe in: water Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum life: +52.00 Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of mail. |
![]() pair of iron boots 'Runydegorn' (5 def, 9 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 (+5) Defense: +5 (+3 eff.) (+4 (+2 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +5% lightning / +6% temporal / +3% light / +0%(-20%) cold / +0%(-10%) nature Changes damage: +0%(-15%) cold Knockback immunity: +10% Maximum life: +80.00 Light radius: +0 (-1) Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-1 eff.)) Armour penetration: +0 (-7) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +5 (+3) Fatigue: +0% (-3%) Damage when hit (Melee): 0(-23) item manaburn arcane Changes stats: +6 Mag Changes resistances: +15% lightning / +0%(-5%) blight Changes damage: +15% lightning Critical mult.: +20.00% Spell save: +0 (+0 eff.) (-21 (-10 eff.)) Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2(+3.5 - +4.9) Uses stats: 40% Wil, 80% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-6) Crit. chance: +4.0% (-4.0%) Attack speed: 100% (-) When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). On weapon hit: * 0% chance to reduce armor by 10% * 0 arcane resource burn * 0% chance to slow global speed by 55% Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() This item will automatically be transmogrified when you leave the level. Manahad the Glacierglory (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +5 (-1) Fatigue: +3% (-5%) Changes stats: +0(-5) Str / +6 Dex / +0(-4) Wil / +0(-5) Con Changes resistances: +3% cold / +11% light / +25% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-5 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Infravision radius: +5 A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. thaloren hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-3) Fatigue: +3% (-5%) Changes stats: +0(-5) Str / +4(-) Wil / +0(-5) Con Changes resistances: +7% blight Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-5 eff.)) Mental save: +5 (+2 eff.) (-7 (-4 eff.)) A cap made of leather. |
![]() Mygodan the iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +0(-4) Wil / +2(-3) Con Changes resistances: +9% blight / +9% cold / +3% lightning Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Allows you to breathe in: water Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-5 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum stamina: +20.00 Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Dradir the Flashquake (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun / +2 Wil Changes resistances penetration: +5% mind / +10% fire Mental save: +9 (+4 eff.) Mental crit. chance: +1% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Eyas the Cornac Hunted level 23
35th Haze 122nd year of Ascendancy at 21:42 see stats
By Eyas the Cornac Hunted level 10
2nd Summertide 122nd year of Ascendancy at 23:43 see stats
By Eyas the Cornac Hunted level 10
2nd Summertide 122nd year of Ascendancy at 23:42 see stats
By Eyas the Cornac Hunted level 20
24th Haze 122nd year of Ascendancy at 13:33 see stats
By Eyas the Cornac Hunted level 19
58th Dusk 122nd year of Ascendancy at 02:40 see stats
By Eyas the Cornac Hunted level 7
78th Pyre 122nd year of Ascendancy at 06:38 see stats
By Eyas the Cornac Hunted level 15
7th Dusk 122nd year of Ascendancy at 11:12 see stats
By Eyas the Cornac Hunted level 23
29th Haze 122nd year of Ascendancy at 17:28 see stats
By Eyas the Cornac Hunted level 16
11st Dusk 122nd year of Ascendancy at 09:16 see stats
Log
Terrified from Eyas hits Eluremina the copperhead snake for 7 mind, 7 darkness (14 total damage).
Porasetta the midge swarm uses Adrenaline Surge.
Porasetta the midge swarm feels a surge of adrenaline.
Eluremina the copperhead snake uses To The Arms.
Eyas reacts to an attack from Eluremina the copperhead snake, mitigating the blow!.
Tempest of Metal performs a melee critical strike against Eyas!
Eyas is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Eluremina the copperhead snake for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Tempest of Metal hits Eyas for 29 physical, 4 acid, 34 fire, 11 physical, 4 acid, 34 fire (115 total damage).
Eluremina the copperhead snake hits Eyas for (38 reacted), 84 physical, 4 acid, 34 fire (122 total damage).
Bloated ooze's morale has been lowered.
Eyas uses Ruined Earth.
Bee swarm has been weakened.
Bee swarm has been weakened.
Warg has been weakened.
Eluremina the copperhead snake has been weakened.
Eyas has been weakened.
Porasetta the midge swarm's Eyal's Wrath hits Eyas for 47 nature damage.
Poison from Eluremina the copperhead snake hits Eyas for 18 nature damage.
Bleeding from Eluremina the copperhead snake hits Eyas for 9 physical damage.
Burning from Eluremina the copperhead snake hits Eyas for 28 fire damage.
Eluremina the copperhead snake uses Punishment.
Eluremina the copperhead snake unleashes a punishing strike for 228% bonus damage!
Tempest of Metal misses Eyas.
Melee retaliation hits Eluremina the copperhead snake for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Tempest of Metal hits Eyas for 5 physical, 2 acid, 17 fire (24 total damage).
Eluremina the copperhead snake hits Eyas for 100 physical, 2 acid, 17 fire, 73 physical (191 total damage).
Eyas the level 23 cornac hunted was pierced to death by Eluremina the copperhead snake on level 1 of Old Forest.
Eluremina the copperhead snake is no longer being stalked by Eyas.