Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
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. 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
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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 Monk 1.1.5Monk for versions b42 and above. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.4.0Official 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:
Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Superhuman |
Class | Temporal Warden |
Level / Exp | 25 / 55% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 71 (base 55) |
Dexterity | 68 (base 55) |
Constitution | 73 (base 55) |
Magic | 65 (base 55) |
Willpower | 80 (base 55) |
Cunning | 70 (base 55) |
Resources
Life | 4050/4050 |
Paradox | 300 |
Stamina | 417/417 |
Equilibrium | 0 |
Healing Factor | 1.6 |
Regeneration | 24.352 |
Speed
Mental | +28.95% |
Attack | +28.95% |
Movement | +263.71478357188% |
Spell | +28.95% |
Global | +216.72% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 28.050137558303 |
See Invisible | 43.050137558303 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 87 |
Accuracy | 66 |
Crit Chance | 79% |
APR | 5 |
Speed | 0.54 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 79% |
Speed | 0.77549437766576 |
Offense: Mind
Mindpower | 99 |
Crit Chance | 79% |
Speed | 0.77549437766576 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 91.3 (86.818181818182%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 26 |
Physical Save | 50 |
Spell Save | 44 |
Mental Save | 44 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Bleed Resistance | 50% |
Confusion Resistance | 100% |
Stun Resistance | 20% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/5)
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1003% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Exploit Weakness |
talent | Weapon Folding |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 105% faster. 3 Celerity |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Equipment
On feet | pair of iron boots 'Unlightream' (0 def, 3 armour) pair of iron boots 'Unlightream' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of elm arrows 'Zubosevena' (15/15, 13.5-18.9 power, 5 apr) quiver of elm arrows 'Zubosevena' (15/15, 13.5-18.9 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 15 Turns elapse between self-loadings: 5 Damage (Ranged): +4 blight / +8 arcane Arrows are used with bows to pierce your foes to death. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 6/25) : Effective talent level: 2.0 Power cost: 15 out of 6/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 189.19 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 189.19 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | Belyyafang the copper ring Belyyafang the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +5% arcane Changes damage: +10% darkness Confusion immunity: +10% Rings can have magical properties. |
On fingers | Emelutta the Flashravage Emelutta the FlashravageInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight / +3% temporal / +6% lightning Changes damage: +3% lightning Spell save: +3 (+1 eff.) Life regen: +0.70 Maximum life: +63.00 Healing mod.: +18% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Gunichik GunichikRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 Travel speed: +200% Damage (Ranged): +7 lightning When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances penetration: +10% arcane Changes damage: +9% lightning See invisible: +3 Longbows are used to shoot arrows at your foes. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 5 power out of 8/24) : Effective talent level: 3.0 Power cost: 5 out of 8/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 119.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Aerynn the dwarven-steel mail armour (3 def, 8 armour) Aerynn the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +1 Dex Changes resistances: +7% physical Grants telepathy: Humanoid/Orc Physical save: +14 (+5 eff.) Light radius: +1 A suit of armour made of mail. |
Cloak | Isliwen the cashmere cloak (7 def, 0 armour) Isliwen the cashmere cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +7 (+3 eff.) Light radius: +3 Infravision radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Horoddadig' steel amulet 'Horoddadig'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +3 Cun / +1 Con Changes resistances: +12% temporal Cut immunity: +50% Pinning immunity: +22% Knockback immunity: +20% See invisible: +6 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 364 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Islenne the Jetguile Islenne the JetguileCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 mind / 4 darkness Changes resistances: +3% mind Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
Cyrida the dwarven-steel dagger (18-23.4 power, 10 apr) Cyrida the dwarven-steel dagger (18-23.4 power, 10 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +4 nature When wielded/worn: Changes stats: +1 Con Reduces incoming crit damage: 15.00% Sharp, short and deadly. |
Muckvortex (26.5-39.75 power, 1 apr) Muckvortex (26.5-39.75 power, 1 apr)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Wil Massive two-handed mauls. |
steel greatmaul 'Kuzilalin' (35.5-53.25 power, 2 apr) steel greatmaul 'Kuzilalin' (35.5-53.25 power, 2 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.5 - 53.3 Uses stat: 120% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness Burst (radius 1) on hit: +7 fire Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 4 blight Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed mauls. |
iron greatsword 'Poredath' (16-25.6 power, 1 apr) iron greatsword 'Poredath' (16-25.6 power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal When wielded/worn: Infravision radius: +3 See invisible: +6 Massive two-handed swords. |
Scaldrace the elm longbow Scaldrace the elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Burst (radius 1) on hit: +2 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances penetration: +10% fire Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Xudabeth XudabethRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +2 Con Longbows are used to shoot arrows at your foes. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
elm longbow of lightning elm longbow of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 lightning When wielded/worn: Changes damage: +9% lightning Longbows are used to shoot arrows at your foes. |
yew longbow 'Elildanor' yew longbow 'Elildanor'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +7 cold Burst (radius 1) on hit: +4 acid When wielded/worn: Changes resistances penetration: +5% temporal Changes damage: +6% acid / +3% temporal / +13% cold Longbows are used to shoot arrows at your foes. |
Nerywyn the steel mace (14-19.6 power, 3 apr) Nerywyn the steel mace (14-19.6 power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Mag Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +12 insidious poison When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes resistances: +6% mind Changes damage: +6% mind Disarm immunity: +20% Blunt and deadly. |
Beulin (4.5-4.95 power, 18 apr, nature damage) Beulin (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +8.00% Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Stun/Freeze immunity: +15% Equilibrium when hit: +0.50 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hurogavon the mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Hurogavon the mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight / +3% temporal Changes damage: +2% nature Disease immunity: +10% Disarm immunity: +10% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zerorand the Brightvault (13.5-14.85 power, 32 apr, nature damage) Zerorand the Brightvault (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 4 fire / 3 mind / 3 darkness Changes stats: +2 Cun Changes resistances: +3% light Changes damage: +6% mind / +3% darkness Critical mult.: +5.00% Life regen: +0.70 Maximum life: +14.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Grinurim (10-12 power, 2 apr, darkness element) Grinurim (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 103.98 light damage. Staves designed for wielders of magic, by the greats of the art. |
Splendourraze (11-15.4 power, 2 apr) Splendourraze (11-15.4 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 light Changes damage: +6% light Light radius: +2 One-handed war axes. |
Oliyaldil OliyaldilPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Con Mental save: +5 (+2 eff.) Life regen: +0.40 Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
rough leather belt 'Curewrither' rough leather belt 'Curewrither'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature / 8 acid Mental save: +6 (+2 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
Bagas the woollen robe (2 def, 3 armour) Bagas the woollen robe (2 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +7% blight Changes resistances penetration: +5% arcane Changes damage: +7% nature / +3% blight Critical mult.: +10.00% Physical save: +15 (+5 eff.) Poison immunity: +24% Disease immunity: +24% Life regen: +2.20 Mana each turn: +0.08 Maximum life: +50.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ganeg the Stormbringer (2 def, 0 armour) Ganeg the Stormbringer (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +5% darkness Mana each turn: +0.15 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jetquill (2 def, 0 armour) Jetquill (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +1 Str / +1 Dex / +5 Mag / +4 Wil Mana each turn: +0.16 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anythel (0 def, 1 armour) Anythel (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to corrode armour Changes resistances penetration: +5% acid Spellpower: +3 (+0 eff.) A pair of boots made of leather. |
Adybeth the Glimmerimmortal (0 def, 2 armour) Adybeth the Glimmerimmortal (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% mind Changes damage: +6% light Life regen: +1.80 Stamina each turn: +0.80 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Branendur (0 def, 1 armour) Branendur (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: +2 Mag Changes resistances: +3% blight Changes damage: +4% arcane Life regen: +0.40 Metal gloves protecting the hands up to the middle of the lower arm. |
Skynoon (0 def, 2 armour) Skynoon (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 cold Damage when hit (Melee): 8 lightning Changes resistances: +3% blight / +6% cold / +6% darkness Changes damage: +6% lightning / +5% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Sunbreeze (0 def, 1 armour) Sunbreeze (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str Changes resistances penetration: +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvoba the rough leather gloves (2 def, 11 armour) Yvoba the rough leather gloves (2 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 5 physical Changes damage: +3% physical Confusion immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bynarivon (0 def, 3 armour) Bynarivon (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 acid Changes resistances: +7% blight / +8% nature / +3% acid Changes resistances penetration: +15% acid A cap made of leather. |
Loruleg the Torchusher (0 def, 3 armour) Loruleg the Torchusher (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tulemnir (2 def, 0 armour) Tulemnir (2 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +1 Str Changes resistances: +9% blight / +2% physical / +7% nature Maximum life: +10.00 A pointy cloth hat, very wizardly... |
insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Adotha' (0 def, 3 armour) iron helm 'Adotha' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +1 Con Changes resistances: +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Adorenn' (1 def, 0 armour) linen wizard hat 'Adorenn' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +18% fire / +5% arcane / +3% temporal Changes damage: +12% fire Poison immunity: +5% A pointy cloth hat, very wizardly... |
linen wizard hat 'Buhell' (1 def, 0 armour) linen wizard hat 'Buhell' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +6% light Changes resistances penetration: +5% acid Pinning immunity: +5% A pointy cloth hat, very wizardly... |
rough leather cap 'Blazewend' (0 def, 1 armour) rough leather cap 'Blazewend' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +3% acid Mindpower: +4 (+1 eff.) A cap made of leather. |
Duskstar (2 def, 4 armour) Duskstar (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid Changes resistances penetration: +5% darkness Changes damage: +6% darkness A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
quiver of elm arrows (17/17, 12-16.8 power, 5 apr) quiver of elm arrows (17/17, 12-16.8 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
133 alchemist agate 133 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. |
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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betedavena the iron pickaxe (dig speed 37 turns) Betedavena the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +3 Str Confusion immunity: +10% Knockback immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Loamcut (dig speed 28 turns) Loamcut (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% nature Changes damage: +6% nature Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tarrulefast the Flashwrecker (dig speed 38 turns) Tarrulefast the Flashwrecker (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +1 Str / +2 Mag Changes resistances penetration: +10% blight Maximum mana: +23.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fulyregosus FulyregosusInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Wil / +1 Con Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Light radius: +3 Infravision radius: +1 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Islumivea the Airwrack Islumivea the AirwrackCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes damage: +3% light Light radius: +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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/3) Rod of Recall (2/3)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 122 power out of 326/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ashviper the pouch of dwarven-steel shots (20/20, 29-34.8 power, 3 apr) Ashviper the pouch of dwarven-steel shots (20/20, 29-34.8 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.0 - 34.8 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 On weapon crit: * wounds the target Damage (Ranged): +16 fire / +8 bleed Burst (radius 1) on hit: +8 fire Shots are used with slings to pummel your foes to death. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Airspawner [power 97] (6 cooldown) Airspawner [power 97] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% lightning Changes damage: +3% lightning Maximum pos.energy: +7.00 Light radius: +1 It can be used to fire a bolt of a random element with (base) damage 48 to 97, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lithrt the Superhuman Temporal Warden level 10
74th Pyre 122nd year of Ascendancy at 23:53 see stats
By Lithrt the Superhuman Temporal Warden level 20
76th Pyre 122nd year of Ascendancy at 01:00 see stats
By Lithrt the Superhuman Temporal Warden level 23
76th Pyre 122nd year of Ascendancy at 08:32 see stats
By Lithrt the Superhuman Temporal Warden level 13
75th Pyre 122nd year of Ascendancy at 05:11 see stats
By Lithrt the Superhuman Temporal Warden level 14
75th Pyre 122nd year of Ascendancy at 12:31 see stats
Log
You gain 2.05 gold from the transmogrification of phase door rune of the warrior (range 11; power 30; dur 3).
You gain 1.18 gold from the transmogrification of regeneration infusion of the wizard (heal 281 over 5 turns).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Elvala (Town) here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
Ran for 6 turns (stop reason: didn't move).
Today is the 3rd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:21.
Ran for 9 turns (stop reason: didn't move).
Today is the 4th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:23.
Saving done.
Ran for 4 turns (stop reason: didn't move).
You don't see how to get there...
You don't see how to get there...
Today is the 5th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 21:11.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 6th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:26.
Today is the 7th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:55.
Ran for 24 turns (stop reason: didn't move).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Lithrt deactivates Weapon Folding.
Lithrt deactivates Exploit Weakness.