Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Adventurer |
| Level / Exp | 50 / 12868% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nydabeth the skeleton mage at level 18 on the 1st Mirth 122nd year of Ascendancy at 00:16 4 / 3Killed by Porulrakira the golem at level 39 on the 7th Mirth 122nd year of Ascendancy at 08:07 Killed by Layetta the snow cat at level 39 on the 7th Mirth 122nd year of Ascendancy at 11:43 |
Primary Stats
| Strength | 200 (base 60) |
| Dexterity | 90 (base 60) |
| Constitution | 114 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 84 (base 60) |
| Cunning | 98 (base 60) |
Resources
| Mana | 579/579 |
| Equilibrium | 15 |
| Life | 1522/4779 |
| Positive | 657/657 |
| Stamina | 862/862 |
| Paradox | 300 |
| Healing Factor | 0.5 |
| Regeneration | 10.155 |
Speed
| Mental | +53.2% |
| Attack | +63.2% |
| Movement | +211% |
| Spell | +63.2% |
| Global | +184.1% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
| Damage | 406 |
| Accuracy | 85 |
| Crit Chance | 156% |
| APR | 40 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 97 |
| Crit Chance | 78% |
| Speed | 0.61274509803922 |
Offense: Mind
| Mindpower | 95 |
| Crit Chance | 77% |
| Speed | 0.61274509803922 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 100.23124941012 (100%) |
| Defense | 55 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 59 |
| Mental Save | 64 |
Defense: Resistances
| All | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Poison Resistance | 35% |
| Blind Resistance | 65% |
| Disarm Resistance | 10% |
| Bleed Resistance | 15% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 818 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 355 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Crusader | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Lacerating Strikes |
| talent | Blur Sight |
| talent | Inner Power |
| talent | Berserker |
| talent | Temporal Hounds |
| talent | Shock Hands |
| talent | Living Lightning |
| talent | Wild Growth |
| talent | Chant of Resistance |
| talent | Precise Strikes |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Hymn of Perseverance |
| talent | Ice Core |
| talent | Righteous Strength |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Countering melee attacks: Has a 50% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -10% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 247. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Unbreakable Greaves (Corpses) (8 def, 20 armour) Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Quiver | Dimwarden the quiver of dragonbone arrows (21/21, 74-103.6 power, 39 apr) Dimwarden the quiver of dragonbone arrows (21/21, 74-103.6 power, 39 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.0 - 103.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +23.0% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown Travel speed: +400% Damage (Ranged): +32 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Eldritch PearlRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 47.12 cold damage and 54.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
| On head | Skypiety the drakeskin leather cap (Nightmares) (0 def, 5 armour) Skypiety the drakeskin leather cap (Nightmares) (0 def, 5 armour)Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 lightning / 4 fire Changes stats: +19 Str / +9 Dex / +7 Wil / +1 Con Changes resistances: +21% lightning / +11% physical / +15% temporal Changes damage: +6% fire Critical mult.: +6.00% Physical save: +10 (+2 eff.) Curse of Nightmares A cap made of leather. This item has been sent to the Item's Vault. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | gladiator's voratun ring of darkness (+40%) gladiator's voratun ring of darkness (+40%)Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +10 Str / +6 Con Changes resistances: +40% darkness Changes damage: +20% darkness Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Bethoyalle the Lustrepeal Bethoyalle the LustrepealRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Dex / +7 Mag / +18 Cun Changes resistances: +3% light / +3% fire Changes resistances penetration: +15% light / +10% fire Changes damage: +9% light Spellpower: +26 (+5 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | Rotsear (Misfortune) Rotsear (Misfortune)Requires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% arcane Changes resistances penetration: +10% nature Spell save: +15 (+4 eff.) Blindness immunity: +5% Cut immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +20% Size category: +1 Curse of Misfortune A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | Adyta (Corpses) (88-132 power, 4 apr) Adyta (Corpses) (88-132 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stat: 120% Str Damage type: Arcane 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 * 20% chance to curse the target When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 16 acid Changes resistances penetration: +10% arcane Critical mult.: +27.00% Mental save: +30 (+7 eff.) Blindness immunity: +10% Poison immunity: +35% Cut immunity: +10% Confusion immunity: +15% Curse of Corpses Massive two-handed mauls. This item has been sent to the Item's Vault. |
| On hands | drakeskin leather gloves 'Beryfast' (Corpses) (0 def, 3 armour) drakeskin leather gloves 'Beryfast' (Corpses) (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +3 Damage (Melee): 11 nature / 10 fire Changes stats: +2 Str / +1 Wil / +4 Cun Changes resistances: +8% fire / +13% darkness / +9% nature Changes resistances penetration: +15% arcane Changes damage: +11% nature / +11% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Infravision radius: +4 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Cuirass of the Dark Lord (Madness) (0 def, 30 armour) Cuirass of the Dark Lord (Madness) (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 Curse of Madness It can be used to drain blood from all creatures within range 5, causing them to bleed for 417.45 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 23 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. This item has been sent to the Item's Vault. |
| Cloak | Gunalen the elven-silk cloak (Nightmares) (7 def, 0 armour) Gunalen the elven-silk cloak (Nightmares) (7 def, 0 armour)Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +6% nature / +6% darkness Changes damage: +3% mind Physical save: +43 (+8 eff.) Disease immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +10% Maximum life: +109.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | Garkul's Teeth Garkul's TeethRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.4 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 397.62 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
Inventory
Rune of the Rift (486.00 temporal damage, removed from time 4 turns) Rune of the Rift (486.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Inflicts 486.00 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. |
Withering Orbs Withering OrbsInfused 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 (+1 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... |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
voratun amulet 'Scorchblow' voratun amulet 'Scorchblow'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Changes resistances: +7% physical / +26% light / +31% darkness Changes damage: +9% mind / +18% fire Critical mult.: +18.00% Blindness immunity: +34% Stamina each turn: +0.50 Amulets can have magical properties. |
Manasin ManasinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +7 (+1 eff.) Changes stats: +5 Str / +5 Con Maximum encumbrance: +60 Rings can have magical properties. |
steel ring 'Grinidunik' steel ring 'Grinidunik'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% mind Grants telepathy: Humanoid/Orc Disarm immunity: +30% Pinning immunity: +32% Knockback immunity: +32% Maximum life: +32.00 Mindpower: +8 (+1 eff.) Rings can have magical properties. |
warrior's steel ring of clarity warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Mental save: +8 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
quick voratun battleaxe (Corpses) (58-87 power, 4 apr) quick voratun battleaxe (Corpses) (58-87 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +5 Dex Curse of Corpses Massive two-handed battleaxes. |
caustic iron greatsword (Nightmares) (14.5-23.2 power, 1 apr) caustic iron greatsword (Nightmares) (14.5-23.2 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 7% chance to corrode armour When wielded/worn: Changes resistances penetration: +9% acid Life regen: +0.84 Curse of Nightmares Massive two-handed swords. |
Armodentir the voratun greatsword (Nightmares) (61.5-98.4 power, 4 apr) Armodentir the voratun greatsword (Nightmares) (61.5-98.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +4 mind Burst (radius 1) on hit: +8 arcane / +4 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +20 (+8 eff.) Changes resistances: +3% blight / +12% all Changes resistances penetration: +21% nature Disarm immunity: +55% Curse of Nightmares Massive two-handed swords. |
iron longsword (Shrouds) (11-15.4 power, 2 apr) iron longsword (Shrouds) (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Shrouds Sharp, long, and deadly. |
quiver of ash arrows 'Poronn' (20/20, 27.5-38.5 power, 14 apr) quiver of ash arrows 'Poronn' (20/20, 27.5-38.5 power, 14 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 70% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +4.5% Capacity: 20 When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
pouch of voratun shots 'Airripper' (43/43, 66.5-79.8 power, 15 apr) pouch of voratun shots 'Airripper' (43/43, 66.5-79.8 power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +7.0% Capacity: 43 Turns elapse between self-loadings: 0 On weapon hit: * 40% chance to daze * 10% chance to knock the target back Damage (Ranged): +4 lightning / +39 physical Burst (radius 2) on crit: +12 lightning Shots are used with slings to pummel your foes to death. |
rough leather armour (Misfortune) (1 def, 2 armour) rough leather armour (Misfortune) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Curse of Misfortune A suit of armour made of leather. |
Breath of Eyal (Corpses) (10 def, 10 armour) Breath of Eyal (Corpses) (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) Curse of Corpses This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
voratun mail armour 'Ememina' (Shrouds) (5 def, 14 armour) voratun mail armour 'Ememina' (Shrouds) (5 def, 14 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +4 Wil / +9 Con Changes resistances: +12% acid / +12% cold / +8% mind Changes damage: +6% acid Allows you to breathe in: water Reduces incoming crit damage: 5.00% Mental save: +23 (+5 eff.) Maximum life: +79.00 Curse of Shrouds A suit of armour made of mail. |
iron plate armour 'Salerilaith' (Madness) (3 def, 7 armour) iron plate armour 'Salerilaith' (Madness) (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 12 mind / 11 physical Changes stats: +1 Con Curse of Madness A suit of armour made of metal plates. |
radiant steel plate armour of spell shielding (Madness) (4 def, 9 armour) radiant steel plate armour of spell shielding (Madness) (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness / +5% arcane Spell save: +11 (+3 eff.) Light radius: +1 Curse of Madness A suit of armour made of metal plates. |
voratun plate armour 'Phoenixumbra' (Corpses) (9 def, 16 armour) voratun plate armour 'Phoenixumbra' (Corpses) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +7 Str / +1 Con Changes resistances: +26% physical / +15% darkness / +9% fire Physical save: +31 (+6 eff.) Stamina each turn: +0.20 Maximum life: +76.00 Light radius: +1 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Ninarihell the Galemortal (Nightmares) Ninarihell the Galemortal (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% lightning Curse of Nightmares A belt that goes around your waist. |
Tulogund (Madness) (1 def, 0 armour) Tulogund (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% lightning Physical save: +6 (+1 eff.) Knockback immunity: +10% Teleport immunity: +10% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blindwisp' (Shrouds) (13 def, 8 armour) cashmere cloak 'Blindwisp' (Shrouds) (13 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+5 eff.) Changes stats: +1 Str / +1 Mag / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +5% light Changes damage: +9% light Physical save: +19 (+3 eff.) Spell save: +19 (+5 eff.) Mental save: +15 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beradil (Corpses) (0 def, 6 armour) Beradil (Corpses) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Fatigue: -1% Infravision radius: +1 Curse of Corpses A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (Madness) (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (Madness) (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +4 (+1 eff.) Curse of Madness A pair of boots made of leather. |
traveler's pair of rough leather boots (Misfortune) (0 def, 1 armour) traveler's pair of rough leather boots (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +24 Physical save: +6 (+1 eff.) Curse of Misfortune A pair of boots made of leather. |
pair of hardened leather boots of rushing (Misfortune) (0 def, 3 armour) pair of hardened leather boots of rushing (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Elydhetha the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) Elydhetha the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +3 Wil / +1 Cun / +5 Con Changes resistances: +29% temporal / +28% darkness / +3% mind Changes resistances penetration: +23% temporal / +18% darkness / +15% mind Changes damage: +3% temporal Physical save: +22 (+4 eff.) Mental save: +19 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% Curse of Shrouds It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Vorydath the rough leather gloves (Shrouds) (0 def, 1 armour) Vorydath the rough leather gloves (Shrouds) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +2 Cun / +2 Dex Changes damage: +6% mind Mindpower: +2 (+0 eff.) Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (Nightmares) (0 def, 1 armour) iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+3) (Misfortune) (0 def, 1 armour) iron gauntlets of magic (+3) (Misfortune) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Gunadan the rough leather cap (Nightmares) (0 def, 1 armour) Gunadan the rough leather cap (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +8 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Con Critical mult.: +3.00% Maximum encumbrance: +20 Physical save: +3 (+0 eff.) Healing mod.: +5% Curse of Nightmares A cap made of leather. |
cleansing iron helm of dexterity (+3) (Nightmares) (0 def, 3 armour) cleansing iron helm of dexterity (+3) (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% nature / +6% blight Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature 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% When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
722 alchemist agate 722 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. |
Sootwilder SootwilderInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes damage: +6% darkness Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of the zealot brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (138 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Hard Time the Thalore Adventurer level 50
5th Haze 122nd year of Ascendancy at 00:48 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Hard Time the Thalore Adventurer level 50
8th Haze 122nd year of Ascendancy at 08:00 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Hard Time the Thalore Adventurer level 50
2nd Haze 122nd year of Ascendancy at 19:32 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hard Time the Thalore Adventurer level 50
3rd Haze 122nd year of Ascendancy at 07:26 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Hard Time the Thalore Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:33 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Hard Time the Thalore Adventurer level 20
1st Mirth 122nd year of Ascendancy at 23:23 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Hard Time the Thalore Adventurer level 30
2nd Mirth 122nd year of Ascendancy at 17:07 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Hard Time the Thalore Adventurer level 40
17th Dusk 122nd year of Ascendancy at 06:51 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Hard Time the Thalore Adventurer level 50
17th Dusk 122nd year of Ascendancy at 18:32 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hard Time the Thalore Adventurer level 50
8th Decay 122nd year of Ascendancy at 07:25 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Hard Time the Thalore Adventurer level 50
1st Haze 122nd year of Ascendancy at 00:09 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Hard Time the Thalore Adventurer level 48
17th Dusk 122nd year of Ascendancy at 15:59 see stats
Tales of the Spellblaze (Madness (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hard Time the Thalore Adventurer level 50
16th Haze 122nd year of Ascendancy at 00:00 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Hard Time the Thalore Adventurer level 14
79th Pyre 122nd year of Ascendancy at 06:11 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hard Time the Thalore Adventurer level 50
5th Haze 122nd year of Ascendancy at 08:35 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Hard Time the Thalore Adventurer level 50
45th Haze 122nd year of Ascendancy at 14:56 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Hard Time the Thalore Adventurer level 50
73rd Haze 122nd year of Ascendancy at 03:05 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hard Time the Thalore Adventurer level 50
5th Haze 122nd year of Ascendancy at 02:27 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Hard Time the Thalore Adventurer level 36
3rd Mirth 122nd year of Ascendancy at 03:33 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Hard Time the Thalore Adventurer level 20
1st Mirth 122nd year of Ascendancy at 23:23 see stats
Log
Hard Time receives 67 healing.
Hard Time receives 47 healing from Unnatural Body.
Saving done.
Hard Time has finished recovering.
Talent Death Dance is ready to use.
Hard Time receives 11 healing from Unnatural Body.
Talent Death Dance is ready to use.
Hard Time no longer revels in blood quite so much.
Talent Vitality is ready to use.
Hard Time deactivates Fiery Hands.
Hard Time deactivates Phantasmal Shield.
Hard Time deactivates Blur Sight.
Hard Time deactivates Inner Power.
Hard Time deactivates Chant of Resistance.
Hard Time deactivates Hymn of Perseverance.
Hard Time deactivates Temporal Hounds.
Hard Time deactivates Essence of Speed.
Hard Time deactivates Righteous Strength.
Hard Time deactivates Ice Core.
Hard Time deactivates Stone Skin.
Hard Time deactivates Living Lightning.
Hard Time deactivates Lacerating Strikes.
Hard Time deactivates Shock Hands.
Hard Time deactivates Berserker.
Hard Time deactivates Wild Growth.
Hard Time deactivates Precise Strikes.
