Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience 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 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Hulk! 1.4.4 Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. 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
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. 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: Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Sun Paladin |
Level / Exp | 26 / 44% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1027 (base 15) |
Dexterity | 1029 (base 10) |
Constitution | 1021 (base 10) |
Magic | 1036 (base 14) |
Willpower | 1033 (base 10) |
Cunning | 1055 (base 10) |
Resources
Psi | 1618/1618 |
Equilibrium | 0 |
Life | 372577/372577 |
Positive | 590/590 |
Stamina | 3178/3178 |
Psi_feedback | 15/375 |
Healing Factor | 1.3 |
Regeneration | 13084.494438241 |
Speed
Mental | +206.9% |
Attack | +216.9% |
Movement | +199.5% |
Spell | +216.9% |
Global | +343.25% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 1090 |
Accuracy | 254 |
Crit Chance | 816% |
APR | 136 |
Speed | 0.33 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 207 |
Crit Chance | 100% |
Speed | 0.31555695803092 |
Cooldown Reduction | 48.75 |
Offense: Mind
Mindpower | 219 |
Crit Chance | 100% |
Speed | 0.31555695803092 |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 131.65 (100%) |
Defense | 182 |
Ranged Defense | 183 |
Fatigue | 18 |
Physical Save | 217 |
Spell Save | 221 |
Mental Save | 219 |
Defense: Resistances
All | + 73%(100%) |
Defense: Immunities
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 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: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Effects
talent | Weapon of Light |
talent | Precise Strikes |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
Quests
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | 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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
Equipment
On feet | insulating pair of voratun boots of strife (0 def, 5 armour) insulating pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% physical Mindpower: +8 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 177 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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. |
On head | Brightjam the elven-silk wizard hat (3 def, 0 armour) Brightjam the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Mag / +9 Wil / +4 Cun Changes resistances: +8% lightning / +6% temporal / +7% light / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +8% darkness Changes resistances penetration: +10% fire Changes damage: +14% darkness / +14% temporal / +15% light / +15% physical Physical save: +12 (+1 eff.) Infravision radius: +2 See invisible: +6 A pointy cloth hat, very wizardly... |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Islelaith the Flamezeal [power 153] (12 cooldown) Islelaith the Flamezeal [power 153] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +4 mind / +5 darkness Changes damage: +12% mind / +18% fire Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +1 Ward +5 Silence Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 153 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's stralite ring of pilfering sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+2 eff.) Armour penetration: +12 Defense: +15 (+1 eff.) Changes stats: +9 Cun / +8 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +6 Mag / +7 Wil / +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +14 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | voratun amulet 'Branevon' voratun amulet 'Branevon'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Defense: +20 (+2 eff.) Changes stats: +2 Wil / +11 Cun / +6 Con / +20 Lck Changes resistances: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +18 (+2 eff.) Mental save: +26 (+2 eff.) Life regen: +2.30 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
In main hand | voratun dagger 'Infernofear' (49-63.7 power, 9 apr) voratun dagger 'Infernofear' (49-63.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Dex, 45% Str Damage type: Lightning Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 12 lightning / 8 blight Changes resistances: +9% lightning / +8% all Changes resistances penetration: +12% nature / +12% fire Changes damage: +12% blight / +18% fire Spell save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Global speed: +5% Sharp, short and deadly. |
Around waist | Xuwyn XuwynPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Damage when hit (Melee): 20 blight Changes stats: +1 Str / +6 Dex / +3 Mag / +6 Cun / +9 Lck Changes resistances: +6% arcane Changes resistances penetration: +5% blight Changes damage: +6% arcane Trap disarming bonus: +28 Stealth bonus: +15 Physical save: +15 (+2 eff.) Mindpower: +10 (+1 eff.) Infravision radius: +6 See invisible: +3 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. |
In off hand | Malukath the voratun shield (12 def, 3 armour, 76.5-91.8 power, 205.5 block) Malukath the voratun shield (12 def, 3 armour, 76.5-91.8 power, 205.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +5.0% Block value: +206 On weapon hit: * 30% chance to corrode armour On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +20% Damage against: +15% Spiderkin When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +8.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid Changes resistances: +13% acid / +6% blight / +13% fire / +11% cold / +13% lightning Changes damage: +9% physical Talent granted: +5 Block Life regen: +0.20 Handheld deflection devices. |
Cloak | restorative elven-silk cloak of backstabbing (3 def, 0 armour) restorative elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Changes resistances: +16% nature / +18% blight Critical mult.: +29.00% Stealth bonus: +15 Life regen: +2.80 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 462 damage for 8 turns. 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. Press to compare to your current inscriptions |
savior's stralite amulet of soulsearing savior's stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +13% blight / +12% fire Critical mult.: +18.00% Physical save: +22 (+2 eff.) Spell save: +21 (+2 eff.) Mental save: +22 (+2 eff.) Spellpower: +13 (+2 eff.) Amulets can have magical properties. |
savage's stralite ring of aether (+18%) savage's stralite ring of aether (+18%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +18% arcane Changes damage: +18% arcane Spell save: +18 (+2 eff.) Maximum stamina: +26.00 Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.70 Maximum life: +88.00 Healing mod.: +25% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe of crippling (55.5-83.25 power, 4 apr)quick voratun battleaxe of crippling (55.5-83.25 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: 55.5 - 83.3 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% On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+1 eff.) Physical crit. chance: +20.0% Changes stats: +10 Dex Massive two-handed battleaxes. |
iron greatsword (16.5-26.4 power, 1 apr) iron greatsword (16.5-26.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 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% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental orichalcum trident of evisceration (53-84.8 power, 16 apr)elemental orichalcum trident of evisceration (53-84.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Changes resistances penetration: +24% acid / +23% fire / +24% lightning / +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
iron mace (14-19.6 power, 2 apr) iron mace (14-19.6 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
plaguebringer's dwarven-steel dagger (16-20.8 power, 7 apr) plaguebringer's dwarven-steel dagger (16-20.8 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 4% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +10% Sharp, short and deadly. |
thunderous dwarven-steel dagger of amnesia (18.5-24.05 power, 7 apr) thunderous dwarven-steel dagger of amnesia (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 19% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Sharp, short and deadly. |
Dourqueen (27.5-35.75 power, 9 apr) Dourqueen (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Dex Changes resistances: +3% blight / +3% physical Changes resistances penetration: +15% darkness Physical save: +10 (+1 eff.) Stamina each turn: +0.80 Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
hateful stralite dagger of paradox (29-37.7 power, 9 apr) hateful stralite dagger of paradox (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 darkness / +11 temporal Damage against: +13% Living When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +12% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun dagger of purging (40-52 power, 9 apr)insidious voratun dagger of purging (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature / +48 insidious poison Sharp, short and deadly. |
iron shield (4 def, 2 armour, 7.5-9 power, 22.5 block) iron shield (4 def, 2 armour, 7.5-9 power, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
corrosive dwarven-steel shield of lightning resistance (+11%) (8 def, 2 armour, 32.5-39 power, 84.5 block) corrosive dwarven-steel shield of lightning resistance (+11%) (8 def, 2 armour, 32.5-39 power, 84.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage (Melee): +11 acid When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 11% chance to corrode armour Changes stats: +1 Con Changes resistances: +11% acid / +16% lightning Talent granted: +3 Block Handheld deflection devices. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of command (19 def, 20 armour)fortifying voratun mail armour of command (19 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +19 (+2 eff.) Fatigue: +16% Changes stats: +7 Str / +3 Cun / +7 Con Mental save: +25 (+2 eff.) Maximum life: +100.00 A suit of armour made of mail. |
noble's hardened leather belt of the mystic noble's hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +17% Summoned Mental save: +5 (+0 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
reinforced drakeskin leather belt of magery reinforced drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +13 (+1 eff.) Changes stats: +4 Mag / +6 Wil Physical save: +19 (+2 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour) spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +12 Wil / +6 Cun Spell save: +9 (+1 eff.) Maximum mana: +74.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
naturalist's hardened leather gloves of the juggernaut (0 def, 2 armour) naturalist's hardened leather gloves of the juggernaut (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 nature Changes stats: +1 Con Changes resistances: +5% nature Changes damage: +5% nature Physical save: +13 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +20% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Burnvile the drakeskin leather gloves (0 def, 3 armour) Burnvile the drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +34 (+2 eff.) Armour penetration: +26 Physical power: +15 (+1 eff.) Armour: +3 Damage when hit (Melee): 8 fire Changes stats: +3 Str / +9 Dex / +9 Cun Changes resistances: +15% blight / +6% fire / +6% light / +2% physical Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Physical save: +10 (+1 eff.) Spell save: +23 (+2 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +49% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's drakeskin leather gloves of dispersion (0 def, 3 armour)brawler's drakeskin leather gloves of dispersion (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +5 Str / +5 Dex / +10 Mag / +10 Wil / +5 Cun Changes resistances: +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
mindwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) mindwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +8 Con Changes damage: +20% arcane Psi each turn: +0.36 Mindpower: +5 (+0 eff.) Mental crit. chance: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
defender's iron helm of the bounder (5 def, 8 armour) defender's iron helm of the bounder (5 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +5% Changes stats: +6 Str / +6 Dex Changes resistances: +3% all Physical save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
230 alchemist agate 230 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)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 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By wegwrgfg the Hulk Sun Paladin level 12
3rd Mirth 122nd year of Ascendancy at 05:49 see stats
By wegwrgfg the Hulk Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 12:14 see stats
By wegwrgfg the Hulk Sun Paladin level 23
38th Dusk 122nd year of Ascendancy at 04:06 see stats
By wegwrgfg the Hulk Sun Paladin level 12
3rd Mirth 122nd year of Ascendancy at 02:39 see stats
By wegwrgfg the Hulk Sun Paladin level 23
38th Dusk 122nd year of Ascendancy at 04:56 see stats
By wegwrgfg the Hulk Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 15:06 see stats
By wegwrgfg the Hulk Sun Paladin level 20
6th Flare 122nd year of Ascendancy at 07:50 see stats
By wegwrgfg the Hulk Sun Paladin level 22
16th Dusk 122nd year of Ascendancy at 23:57 see stats
By wegwrgfg the Hulk Sun Paladin level 19
6th Flare 122nd year of Ascendancy at 02:52 see stats
By wegwrgfg the Hulk Sun Paladin level 4
74th Pyre 122nd year of Ascendancy at 11:57 see stats
By wegwrgfg the Hulk Sun Paladin level 3
74th Pyre 122nd year of Ascendancy at 11:09 see stats
By wegwrgfg the Hulk Sun Paladin level 22
37th Dusk 122nd year of Ascendancy at 20:19 see stats
By wegwrgfg the Hulk Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 14:21 see stats
By wegwrgfg the Hulk Sun Paladin level 4
74th Pyre 122nd year of Ascendancy at 11:52 see stats
By wegwrgfg the Hulk Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
wegwrgfg HEALS from cold damage!
wegwrgfg hits Cold drake for 1824 lightning, 13 fire, 15 acid, 208 light, 3 physical, , 19 fire, 26 fire (2107 total damage).
Cold drake hits wegwrgfg for 2 cold, 2 healing (2 total damage) [2 healing].
wegwrgfg performs a melee critical strike against Cold drake!
wegwrgfg HEALS from cold damage!
wegwrgfg hits Cold drake for 4548 lightning damage.
Cold drake hits wegwrgfg for 2 cold, 2 healing (2 total damage) [2 healing].
You pickup 2.20 gold pieces.
wegwrgfg killed Cold drake!
Resting starts...
Wegwrgfg's solar fury subsides.
Wegwrgfg speeds up.
Rested for 7 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Portal: The Sanctum here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
The rod emits a strange noise, glows briefly and returns to normal.
Wegwrgfg deactivates Precise Strikes.
Wegwrgfg deactivates Weapon of Light.