Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.3.0Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. 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 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.3.1Quality 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Superhuman |
Class | Berserker |
Level / Exp | 200 / 23000% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 262 (base 100) |
Dexterity | 246 (base 100) |
Constitution | 191 (base 100) |
Magic | 169 (base 100) |
Willpower | 238 (base 100) |
Cunning | 234 (base 100) |
Resources
Mana | 5778/5778 |
Psi_feedback | 0/2985 |
Life | 474974/474974 |
Stamina | 2192/4112 |
Equilibrium | 20 |
Healing Factor | 2.5 |
Regeneration | 1348.0023476407 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +1045% |
Spell | +200% |
Global | +1215% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 43 |
See Stealth | 36 |
See Invisible | 51 |
Offense: Mainhand
Damage | 3150 |
Accuracy | 448 |
Crit Chance | 629% |
APR | 599 |
Speed | 0.31 |
Offense: Spell
Spellpower | 171.88888888889 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 388.05 |
Offense: Mind
Mindpower | 199.42 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | +21% |
Defense: Base
Armour (hardiness) | 1422.36 (100%) |
Defense | 199.32360611924 |
Ranged Defense | 199.32360611924 |
Fatigue | 0 |
Physical Save | 367.07105263158 |
Spell Save | 410.67857142857 |
Mental Save | 367.73684210526 |
Defense: Resistances
All | +452%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 51% |
Disarm Resistance | 100% |
Bleed Resistance | 25% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -43 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 10.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Berserker's strength | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Bloodthirst | 8.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Archery training | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Superiority | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Two-handed assault | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Warcries | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat veteran | 5.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat techniques | 4.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Shield defense | 0.90 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Dirty fighting | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Cunning / Survival | 5.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Staff combat | 0.90 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 20.80 |
| 17/5 |
| 14/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 6/5 |
| 6/5 |
Wild-gift / Harmony | 1.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Field control | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Conditioning | 10.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Never Stop Running |
talent | Daunting Presence |
talent | Shattering Impact |
talent | Precise Strikes |
talent | Onslaught |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Roll With It |
talent | Slow Motion |
beneficial effect | The thrill of combat improves the target's maximum life by 45%, life regeneration by 33.63, and stamina regeneration by 6.73. Bloodbath |
beneficial effect | The target's defense is increased by 382. Defensive Maneuver |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (3.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by treant. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by orc high pyromancer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Ieninan. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Ieninan. Escort: worried loremaster (level 3 of Old Forest) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 479. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | restorative pair of drakeskin leather boots of evasion (23 def, 5 armour) restorative pair of drakeskin leather boots of evasion (23 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+2 eff.) Fatigue: +5% Life regen: +5.50 Healing mod.: +19% It can be used to activate talent Evasion, placing all other charms into a 3 cooldown : Effective talent level: 20.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 45% chance to completely evade them and granting you 300 defense for 20 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Light source | Glitterbraze the brass lantern Glitterbraze the brass lanternPowered 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: Armour penetration: +21 Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 4 light / 14 fire Changes stats: +7 Dex / +8 Wil / +10 Cun / +4 Con Changes resistances: +12% temporal / +16% light / +14% blight / +12% cold / +9% fire Changes resistances penetration: +21% all Changes damage: +7% darkness / +3% physical / +6% mind / +6% arcane Damage affinity(heal): +5% darkness Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Mental save: +20 (+1 eff.) Blindness immunity: +51% Confusion immunity: +28% Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +48.00 Maximum stamina: +5.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +5 Infravision radius: +13 See stealth: +36 See invisible: +36 Healing mod.: +5% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +27% It can be used to activate talent Moonlight Ray, placing all other charms into a 1 cooldown : Effective talent level: 4.0 Power cost: 1 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 2361.17 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. Press to compare |
On head | Noonjeer (16 def, 10 armour) Noonjeer (16 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +7 Physical crit. chance: +12.0% Physical power: +10 (+0 eff.) Armour: +10 Defense: +16 (+2 eff.) Fatigue: -1% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 12 light / 8 physical Changes stats: +18 Str / +31 Dex / +34 Wil / +19 Cun / +7 Con Changes resistances: +22% lightning / +19% darkness / +31% fire / +22% nature / +5% all / +28% acid / +8% physical / +32% blight / +30% cold Physical save: +41 (+2 eff.) Spell save: +16 (+1 eff.) Mental save: +33 (+2 eff.) Life regen: +0.60 Stamina when hit: +1.90 Equilibrium when hit: +2.10 Maximum life: +224.00 Maximum stamina: +10.00 Mindpower: +10 (+1 eff.) Infravision radius: +6 Healing mod.: +44% It can be used to activate talent Skullcracker, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 24390.3 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. Press to compare |
Tool | Kindlewrest the voratun pickaxe (dig speed 1 turns) Kindlewrest the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +30 Physical crit. chance: +12.0% Physical power: +56 (+2 eff.) Armour: +10 Defense: +15 (+1 eff.) Fatigue: -30% Effects on melee hit: * 15% chance to blind * 40% chance to disease Damage when hit (Melee): 8 blight Changes stats: +36 Str / +24 Dex / +18 Mag / +10 Wil / +6 Cun / +4 Con Changes resistances: +20% physical / +9% light / +6% blight / +10% fire / +8% darkness Changes resistances penetration: +25% blight / +24% physical / +30% fire Changes damage: +9% blight / +24% fire / +15% mind / +6% light Critical mult.: +36.00% Mental save: +15 (+1 eff.) Maximum mana: +159.00 Spell crit. chance: +29% Mental crit. chance: +15% Light radius: +2 Infravision radius: +9 Movement speed: +40% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 2 cooldown : Effective talent level: 16.4 Power cost: 2 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +223 accuracy and allowing you to attack creatures you cannot see without penalty for the next 12 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | gold ring 'Amigas' gold ring 'Amigas'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +35 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +15 Str / +15 Dex / +7 Wil / +15 Cun / +16 Con Changes resistances: +33% blight / +16% physical / +32% nature / +32% acid Changes resistances penetration: +10% blight Changes damage: +16% acid / +16% physical / +7% all Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Poison immunity: +61% Disease immunity: +64% Disarm immunity: +38% Pinning immunity: +37% Stun/Freeze immunity: +71% Knockback immunity: +36% Life regen: +9.10 Equilibrium when hit: +0.04 Maximum life: +168.00 Maximum psi: +20.00 Spellpower: +14 (+2 eff.) Mindpower: +25 (+2 eff.) Light radius: +2 Healing mod.: +42% Rings can have magical properties. Press to compare |
On fingers | savage's stralite ring of misery savage's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun / +5 Con Spell save: +18 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +34.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 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. Press to compare |
Around waist | Aliroddarab the Swampblur Aliroddarab the SwampblurPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +18.0% Physical power: +23 (+1 eff.) Armour: +13 Defense: +18 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +4 Str / +12 Dex / +11 Mag / +4 Wil / +12 Cun / +6 Con / +6 Lck Changes resistances: +18% acid / +2% physical / +3% light / +12% fire / +12% cold / +18% lightning Changes resistances penetration: +10% mind / +8% physical Changes damage: +9% physical Reduced damage from: +83% Summoned Critical mult.: +7.00% Trap disarming bonus: +10 Stealth bonus: +13 Physical save: +34 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +7 (+0 eff.) Poison immunity: +20% Disease immunity: +10% Cut immunity: +5% Maximum life: +38.00 Spell crit. chance: +4% Mindpower: +13 (+1 eff.) Mental crit. chance: +14% Infravision radius: +6 See invisible: +15 Size category: +4 A belt that goes around your waist. Press to compare |
In main hand | Silarithra the dragonbone club (194% power, 6 apr) Silarithra the dragonbone club (194% power, 6 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 / mace ; tier 5 Power: 194% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +20 mind / +20 acid When wielded/worn: Accuracy: +30 (+1 eff.) Armour penetration: +60 Physical crit. chance: +116.0% Physical power: +37 (+2 eff.) Defense: +10 (+1 eff.) Damage when hit (Melee): 13 nature / 20 arcane Changes stats: +7 Dex Changes resistances: +9% fire / +10% all Changes resistances penetration: +30% physical / +15% darkness / +15% blight / +15% nature / +12% mind Changes damage: +12% acid / +29% physical / +12% blight Critical mult.: +40.00% Spell save: +20 (+1 eff.) Mental save: +9 (+0 eff.) Poison immunity: +25% Disarm immunity: +50% Pinning immunity: +10% Stun/Freeze immunity: +10% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 1 turns. Blunt and deadly. Press to compare |
On hands | Mucknaught (0 def, 2 armour) Mucknaught (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +91 (+4 eff.) Armour penetration: +11 Physical crit. chance: +26.0% Physical power: +10 (+0 eff.) Armour: +2 Fatigue: -2% Effects on melee hit: * Slows global speed by 60% * 38% chance to cause random gloom Damage (Melee): 12 lightning / 56 darkness / 36 acid / 15 fire / 16 cold / 46 mind / 14 light Changes stats: +8 Str / +23 Dex / +8 Mag / +8 Wil / +27 Cun / +12 Con Changes resistances: +16% acid / +33% darkness / +11% light Changes resistances penetration: +10% light Changes damage: +16% acid / +8% light / +9% nature Talent cooldown: Double Strike (-2 turns) Critical mult.: +22.00% Physical save: +75 (+4 eff.) Spell save: +16 (+1 eff.) Mental save: -2 (+0 eff.) Disarm immunity: +75% Life regen: +2.80 Stamina each turn: +1.20 Mana each turn: +0.25 Maximum life: +20.00 Maximum stamina: +26.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +34% Mindpower: +16 (+2 eff.) Mental crit. chance: +28% Infravision radius: +9 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +70 Armour Penetration: +17 Physical crit. chance: +90.0% Attack speed: 83% When this weapon hits: Acid Breath (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Set Up (20% chance level 3). When this weapon crits: Cripple (40% chance level 3). When this weapon crits: Dominate (30% chance level 3). On weapon hit: * 11% chance to blind Damage (Melee): +26 ice / +38 physical / +53 darkness / +36 acid / +34 lightning / +38 fire / +12 arcane Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +21 acid It can be used to activate talent Track, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | Brandgrinder the stralite plate armour (31 def, 92 armour) Brandgrinder the stralite plate armour (31 def, 92 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +92 Defense: +31 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 34 light / 36 physical Changes stats: +19 Str / +16 Wil / +10 Cun / +11 Con Changes resistances: +73% acid / +70% physical / +89% darkness / +42% lightning / +78% blight / +49% cold / +9% mind / +61% fire Changes resistances penetration: +20% arcane / +15% blight Talent cooldown: Rush (-5 turns) Critical mult.: +15.00% Physical save: +48 (+3 eff.) Mental save: +65 (+3 eff.) Disarm immunity: +36% Stun/Freeze immunity: +33% Knockback immunity: +36% Life regen: +6.50 Mana each turn: +0.24 Mana when firing critical spell: +2.00 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +246.00 Spell crit. chance: +2% Light radius: +7 Healing mod.: +48% It can be used to activate talent Track, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Cloak | linen cloak 'Healorder' (29 def, 27 armour) linen cloak 'Healorder' (29 def, 27 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +27 Defense: +29 (+3 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Str / +4 Dex / +10 Mag / +16 Wil / +6 Cun / +6 Con Changes resistances: +13% cold / +13% darkness / +15% temporal Changes resistances penetration: +8% darkness Changes damage: +9% darkness / +6% fire Talent mastery: +0.30 Technique / Combat training Reduces incoming crit damage: 15.00% Stealth bonus: +9 Physical save: +66 (+3 eff.) Spell save: +78 (+4 eff.) Mental save: +102 (+5 eff.) Cut immunity: +20% Disarm immunity: +5% Pinning immunity: +10% Stamina each turn: +0.50 Mana each turn: -0.20 Maximum life: +101.00 Maximum mana: +140.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | voratun amulet 'Camovor' voratun amulet 'Camovor'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +16 Physical crit. chance: +11.0% Fatigue: -20% Damage (Melee): 29 light / 30 darkness Effects when hit in melee: * 29% chance to inflict damage reduction * 28% chance to blind Changes stats: +10 Dex / +12 Mag / +25 Wil / +10 Cun / +10 Con Changes resistances: +60% temporal Changes resistances penetration: +30% physical Changes damage: +8% acid / +28% light / +8% cold / +28% blight / +38% fire / +8% lightning / +30% darkness Grants telepathy: All Talent mastery: +0.40 Technique / Combat training Critical mult.: +75.00% Physical save: +50 (+3 eff.) Spell save: +46 (+2 eff.) Mental save: +136 (+7 eff.) Confusion immunity: +75% Pinning immunity: +90% Knockback immunity: +100% Life regen: +6.00 Stamina each turn: +1.50 Mana each turn: +0.53 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum stamina: +5.00 Spellpower: +36 (+4 eff.) Spell crit. chance: +6% Mindpower: +36 (+3 eff.) Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. Press to compare |
Inventory
Rune of the Rift (1102.00 temporal damage, removed from time 4 turns) Rune of the Rift (1102.00 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: -40 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 5565.10 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aroneg the Blastvagrant Aroneg the BlastvagrantPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +2 Wil / +10 Mag Changes resistances: +6% acid / +21% temporal / +9% light / +3% lightning Changes resistances penetration: +5% blight Changes damage: +5% temporal / +5% light / +3% blight / +11% physical / +5% darkness Critical mult.: +12.00% Reduces incoming crit damage: 16.00% Spell save: +6 (+0 eff.) Mental save: +7 (+0 eff.) Blindness immunity: +16% Confusion immunity: +13% Pinning immunity: +26% Stun/Freeze immunity: +5% Knockback immunity: +26% Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. Press to compare |
conjurer's copper ring of pilfering conjurer's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +9 Defense: +9 (+1 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Xerema the Chargeradiance Xerema the ChargeradianceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 16 acid / 12 physical / 8 lightning Changes stats: +4 Dex / +3 Cun / +2 Con Changes resistances: +26% lightning / +24% light / +6% blight / +6% fire / +6% darkness Changes damage: +13% lightning / +6% mind Mental save: +12 (+1 eff.) Blindness immunity: +15% Cut immunity: +15% Teleport immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum stamina: +15.00 Mindpower: +4 (+0 eff.) Rings can have magical properties. Press to compare |
Cuthuzor (187% power, 4 apr) Cuthuzor (187% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 188% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 45% chance to cause random gloom * 40% chance to corrode armour * 28% chance to disease On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +28 darkness / +34 blight / +24 mind Damage against: +28% Living When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Physical power: +20 (+1 eff.) Changes stats: +10 Wil / +14 Cun / +10 Con Changes resistances penetration: +41% physical Changes damage: +21% physical Reduces incoming crit damage: 15.00% Disease immunity: +48% Disarm immunity: +49% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +20% * Grants [Heavy Strike] Talent Massive two-handed mauls. Press to compare |
Tulegrim the Galeparry (189% power, 4 apr) Tulegrim the Galeparry (189% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 26% chance to inflict damage reduction * 40% chance to daze * 25% chance for lightning to arc to a second target * 20% chance to torment the target * Random elemental explosion * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +28 acid / +28 darkness / +8 blight / +64 lightning Burst (radius 1) on hit: +54 light / +16 nature Damage conversion: 140% light Damage against: +28% Living When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +61 Physical crit. chance: +63.0% Effects on melee hit: * 69% chance to daze Changes stats: +10 Str Changes resistances: +6% lightning / +6% blight / +14% all Changes resistances penetration: +24% lightning / +38% light / +24% fire / +21% nature / +24% acid / +42% physical / +15% blight / +24% cold / +21% mind / +20% darkness Changes damage: +3% blight / +63% physical / +12% lightning Critical mult.: +28.00% Stamina when hit: +4.00 * Grants [Sweeping Blows] Talent * Grants [Heavy Strike] Talent Massive two-handed mauls. Press to compare |
Kilnvengeance the ash longbow Kilnvengeance the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (30% chance level 9). Travel speed: +200% Damage (Ranged): +11 acid / +10 fire / +11 cold When wielded/worn: Accuracy: +53 (+2 eff.) Physical crit. chance: +45.0% Physical power: +9 (+0 eff.) Ammo reloads per turn: +6 Changes stats: +3 Str / +19 Mag Changes resistances: +12% blight / +6% fire / +6% mind Changes resistances penetration: +5% fire / +44% physical / +14% temporal Changes damage: +12% acid / +30% physical / +13% cold / +14% fire / +27% arcane / +14% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Talent cooldown: Steady Shot (-1 turn) Poison immunity: +5% Disease immunity: +10% Confusion immunity: +10% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +33 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +22% Resist all after a teleport: +8% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. Press to compare |
Blackenvy (2 def, 22 armour) Blackenvy (2 def, 22 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +22 Defense: +2 (+0 eff.) Fatigue: +2% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +24% lightning / +7% physical / +12% darkness / +7% fire / +14% blight / +7% cold / +6% mind / +25% acid Changes resistances penetration: +10% darkness Changes damage: +6% arcane Physical save: +14 (+1 eff.) Spell save: +27 (+1 eff.) Mental save: +12 (+1 eff.) Life regen: +1.60 Maximum life: +51.00 Maximum mana: +80.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +14% Damage Shield penetration: +20% A suit of armour made of mail. Press to compare |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. Press to compare |
hardened leather belt of valiance hardened leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +11 (+1 eff.) Maximum life: +82.00 A belt that goes around your waist. Press to compare |
balancing drakeskin leather belt of valiance balancing drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +6 Wil / +6 Cun Mental save: +15 (+1 eff.) Maximum life: +108.00 Mental crit. chance: +8% A belt that goes around your waist. Press to compare |
Borostir the cashmere cloak (6 def, 10 armour) Borostir the cashmere cloak (6 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +3 Dex / +12 Mag / +16 Wil / +8 Cun Changes resistances: +8% acid / +8% fire / +8% lightning / +29% cold Physical save: +3 (+0 eff.) Spell save: +21 (+1 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +5% Poison immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +10% Maximum mana: +126.00 Spell crit. chance: +10% Mental crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Flashrazor the cashmere cloak (13 def, 12 armour) Flashrazor the cashmere cloak (13 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +4 (+0 eff.) Armour: +12 Defense: +13 (+1 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to blind Changes stats: +4 Str / +10 Dex / +4 Mag / +12 Wil / +11 Cun / +5 Con Changes resistances: +28% temporal / +40% darkness / +3% physical Changes resistances penetration: +54% arcane / +14% darkness Changes damage: +55% arcane / +17% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +107.00% Reduces incoming crit damage: 15.00% Stealth bonus: +17 Physical save: +19 (+1 eff.) Spell save: +38 (+2 eff.) Mental save: +66 (+3 eff.) Disease immunity: +20% Pinning immunity: +10% Stamina each turn: +1.10 Mana each turn: -0.39 Maximum mana: +377.00 Spellpower: +38 (+4 eff.) Spell crit. chance: +25% Mental crit. chance: +7% Light radius: +1 Healing mod.: +5% Defense after a teleport: +20 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 1 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
rough leather gloves 'Pyredredge' (0 def, 19 armour) rough leather gloves 'Pyredredge' (0 def, 19 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +19 Armour Hardiness: +7% Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 14 acid / 7 physical / 8 light / 7 arcane / 31 mind / 31 darkness Changes stats: +4 Mag / +6 Wil / +11 Con Changes resistances: +12% acid / +6% physical / +7% light / +12% arcane Changes damage: +10% acid / +5% physical / +5% light / +12% fire Physical save: +28 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: -3 (+0 eff.) Disarm immunity: +51% Maximum life: +48.00 Maximum psi: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.1x Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Acid Breath (20% chance level 1). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Reproach (20% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 7% chance to blind Damage (Melee): +4 fire / +16 physical / +15 arcane Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +14 acid / +7 physical / +4 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 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. Press to compare |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+1 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 3 power out of 35/35) : Effective talent level: 2.0 Power cost: 3 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. Press to compare |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature 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. |
5 citrine 5 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. |
5 zircon 5 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. |
7 aquamarine 7 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. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
8 onyx 8 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 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. |
8 garnet 8 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. |
11 quartz 11 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning 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. |
4 turquoise 4 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. |
5 ruby 5 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. |
2 amber 2 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
603 alchemist agate 603 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. Press to compare |
Shockobsidian ShockobsidianInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 45% * 90% chance to daze Damage when hit (Melee): 8 lightning / 8 fire / 8 nature Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +15% fire / +35% mind Changes damage: +6% lightning / +21% fire Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) 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. Press to compare |
Xanota the Coalswift Xanota the CoalswiftPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +9% darkness / +6% fire Changes resistances penetration: +25% mind Changes damage: +7% light / +3% darkness Damage affinity(heal): +5% light Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 711.54 light damage within radius 3. The damage done 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. Press to compare |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Glimmermaster the voratun pickaxe (dig speed 1 turns) Glimmermaster the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +16 Physical crit. chance: +45.0% Physical power: +30 (+1 eff.) Armour: +6 Defense: +7 (+1 eff.) Damage when hit (Melee): 31 light Changes stats: +32 Str / +5 Dex / +6 Mag / +30 Wil / +6 Cun Changes resistances: +12% physical / +6% light / +19% fire / +6% nature / +19% darkness Critical mult.: +36.00% Physical save: +3 (+0 eff.) Mental save: +12 (+1 eff.) Disease immunity: +20% Confusion immunity: +20% Maximum life: +155.00 Maximum mana: +49.00 Maximum stamina: +114.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Mental crit. chance: +41% Light radius: +4 Infravision radius: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (26/26) Rod of Recall (26/26)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 15 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. |
Sunpunish the elven-wood totem of healing [power 175] (2 cooldown) Sunpunish the elven-wood totem of healing [power 175] (2 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 22 nature / 4 fire Changes resistances: +3% nature / +15% fire Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +15% nature Changes damage: +15% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +8 Lay Web +1 Ward It can be used to heal a target within range 13 (Willpower) for 175, putting all charms on cooldown for 2 turns. When used: 200% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Ieninan the Superhuman Berserker level 200
3rd Allure 123rd year of Ascendancy at 06:57 see stats
By Ieninan the Superhuman Berserker level 200
1st Wintertide 123rd year of Ascendancy at 09:40 see stats
By Ieninan the Superhuman Berserker level 200
2nd Regrowth 123rd year of Ascendancy at 12:16 see stats
By Ieninan the Superhuman Berserker level 69
29th Dusk 122nd year of Ascendancy at 02:01 see stats
By Ieninan the Superhuman Berserker level 200
9th Allure 123rd year of Ascendancy at 02:26 see stats
By Ieninan the Superhuman Berserker level 9
76th Pyre 122nd year of Ascendancy at 12:40 see stats
By Ieninan the Superhuman Berserker level 150
10th Haze 122nd year of Ascendancy at 02:29 see stats
By Ieninan the Superhuman Berserker level 19
79th Pyre 122nd year of Ascendancy at 11:24 see stats
By Ieninan the Superhuman Berserker level 69
29th Dusk 122nd year of Ascendancy at 02:01 see stats
By Ieninan the Superhuman Berserker level 71
39th Dusk 122nd year of Ascendancy at 01:55 see stats
By Ieninan the Superhuman Berserker level 137
3rd Haze 122nd year of Ascendancy at 14:16 see stats
By Ieninan the Superhuman Berserker level 10
76th Pyre 122nd year of Ascendancy at 14:24 see stats
By Ieninan the Superhuman Berserker level 20
79th Pyre 122nd year of Ascendancy at 11:24 see stats
By Ieninan the Superhuman Berserker level 30
79th Pyre 122nd year of Ascendancy at 13:03 see stats
By Ieninan the Superhuman Berserker level 40
2nd Mirth 122nd year of Ascendancy at 13:23 see stats
By Ieninan the Superhuman Berserker level 50
2nd Mirth 122nd year of Ascendancy at 14:08 see stats
By Ieninan the Superhuman Berserker level 50
2nd Mirth 122nd year of Ascendancy at 14:24 see stats
By Ieninan the Superhuman Berserker level 82
57th Dusk 122nd year of Ascendancy at 20:32 see stats
By Ieninan the Superhuman Berserker level 66
2nd Mirth 122nd year of Ascendancy at 19:27 see stats
By Ieninan the Superhuman Berserker level 21
79th Pyre 122nd year of Ascendancy at 11:25 see stats
By Ieninan the Superhuman Berserker level 8
76th Pyre 122nd year of Ascendancy at 12:40 see stats
By Ieninan the Superhuman Berserker level 200
9th Allure 123rd year of Ascendancy at 04:05 see stats
By Ieninan the Superhuman Berserker level 37
2nd Mirth 122nd year of Ascendancy at 13:12 see stats
By Ieninan the Superhuman Berserker level 19
79th Pyre 122nd year of Ascendancy at 04:19 see stats
By Ieninan the Superhuman Berserker level 4
75th Pyre 122nd year of Ascendancy at 03:33 see stats
By Ieninan the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 12:12 see stats
By Ieninan the Superhuman Berserker level 200
10th Decay 122nd year of Ascendancy at 19:27 see stats
Log
Saving game...
Saving done.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap 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.
New Achievement: Brave new world (Nightmare (Adventure) difficulty) (Uniques)!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)
PAI_STATE_EXPLORE
Isirena the elven sun-mage deactivates Mind Storm.
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
PAI_STATE_EXPLORE
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
Ieninan deactivates Precise Strikes.
Ieninan deactivates Exploit Weakness.
Ieninan deactivates Roll With It.
Ieninan deactivates Shattering Impact.
Ieninan deactivates Elemental Harmony.
Ieninan deactivates Slow Motion.
Ieninan isn't moving as defensively anymore.
Ieninan deactivates Mental Tyranny.
Ieninan no longer revels in blood quite so much.
Ieninan deactivates Onslaught.
Ieninan deactivates Daunting Presence.
Ieninan deactivates Never Stop Running.