Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! bazaar fix 1.5.1Addon for bazaar mod (https://te4.org/games/addons/tome/bazaar-bringing-shopping-malls-tome will not do anything without it) to fix some issues and conflicts with mods: This mod attempts to add checks so that the bazaar town does not remove the first party member after completely the quest (so that party member to not get removed and sold for 150 gold after the quest is complete or done) Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Inferno Race Pack 1.4.0Adds a collection of my races. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Ashes of Urh'Rok 1.5.0Official Expansion!Warzone Challenge 1.4.8Quintuple's the enemy count in all zones, but randomizes the factions of all additional enemies spawnt. This includes towns. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official Expansion!Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 56 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 56 on the 2nd Dusk 122nd year of Ascendancy at 08:01 6 / 1 |
Primary Stats
| Strength | 68 (base 14) |
| Dexterity | 78 (base 39) |
| Constitution | 84 (base 17) |
| Magic | 108 (base 65) |
| Willpower | 115 (base 61) |
| Cunning | 129 (base 60) |
Resources
| Mana | 1185/1185 |
| Negative | 257/257 |
| Life | 1353/1353 |
| Souls | 10/10 |
| Paradox | 300 |
| Equilibrium | 0 |
| Vim | 395/395 |
| Stamina | 564/564 |
| Psi | 613/613 |
| Healing Factor | 2.1770078740157 |
| Regeneration | 15.347905511811 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | +2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 20 |
| Infravision | 13 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 60% |
| APR | 71 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| All | +17% |
Offense: Damage Penetration
| All | +26% |
Defense: Base
| Armour (hardiness) | 59 (74.117647058824%) |
| Defense | 68 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 74.4 |
| Spell Save | 69.45 |
| Mental Save | 72 |
Defense: Resistances
| All | + 15%( 77%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 50% |
| Fear Resistance | 0% |
| Teleport Resistance | 5% |
| Blind Resistance | 60% |
| Disarm Resistance | 47% |
| Bleed Resistance | 5% |
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 182.07 to 546.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 756 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1645% for 15 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane elements | 1.50 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Corruption / Shadowflame | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blink drake aspect | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom covenant | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Meta | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Mana alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Force | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 35% of the way to your next Rank. You have killed: 112 Uniques 37 Bosses 12 Elite Bosses 10 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Psionic focus | ruby 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. |
| Light source | dwarven lantern 'Xerann' dwarven lantern 'Xerann'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +28 Physical crit. chance: +11.0% Physical power: +19 (+5 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Mag / +16 Wil Changes resistances penetration: +26% all Changes damage: +15% mind / +3% arcane Critical mult.: +44.00% Psi when hit: +0.08 Maximum psi: +30.00 Maximum vim: +30.00 Spellpower: +25 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Ashnoon' (3 def, 0 armour) elven-silk wizard hat 'Ashnoon' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane / 16 fire Changes stats: +6 Mag / +23 Wil / +8 Cun Changes resistances: +6% lightning / +7% temporal / +8% light / +6% fire / +7% nature / +5% acid / +7% blight / +6% cold / +18% mind / +6% darkness Changes damage: +18% mind / +12% arcane Physical save: +15 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +26 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Equilibrium when hit: +1.40 Psi when hit: +2.00 Hate when hit: +1.40 Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 6.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 401 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 37% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On feet | Swampmark the pair of voratun boots (6 def, 5 armour) Swampmark the pair of voratun boots (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 32% Damage when hit (Melee): 4 physical Changes stats: +8 Mag Changes resistances: +15% fire / +13% cold Changes resistances penetration: +10% nature Changes damage: +9% acid / +3% arcane / +10% blight Physical save: +14 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +14 (+3 eff.) Disease immunity: +45% Stamina each turn: +1.30 Maximum life: +10.00 Maximum stamina: +37.00 Spellpower: +10 (+2 eff.) Movement speed: +40% Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Bethabeth the voratun pickaxe (dig speed 3 turns) Bethabeth the voratun pickaxe (dig speed 3 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+3 eff.) Fatigue: -9% Changes stats: +11 Str / +1 Wil / +6 Con Changes resistances: +3% acid / +17% darkness / +19% fire / +3% mind / +15% nature Changes damage: +5% nature Critical mult.: +19.00% Physical save: +32 (+1 eff.) Cut immunity: +5% Teleport immunity: +5% Light radius: +1 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Emyselaith' voratun ring 'Emyselaith'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +14 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +8 Dex / +3 Wil / +19 Cun / +7 Con Changes resistances: +6% blight Changes damage: +3% mind Grants telepathy: Humanoid/Orc Physical save: +14 (+0 eff.) Mental save: +33 (+8 eff.) Confusion immunity: +50% Life regen: +1.70 Hate when firing a critical mind attack: +3.00 Maximum life: +78.00 Maximum hate: +11.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +29% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 6.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. Rings can have magical properties. |
| On fingers | Cuthadorach CuthadorachPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 12 arcane Changes stats: +8 Str / +5 Mag / +5 Cun / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +10% physical Maximum encumbrance: +27 Physical save: +10 (+0 eff.) Maximum life: +20.00 Spellpower: +8 (+1 eff.) Healing mod.: +10% Rings can have magical properties. |
| Around neck | Poleth PolethPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: -22% Damage when hit (Melee): 16 acid Changes stats: +1 Str / +18 Dex / +7 Mag / +10 Cun / +10 Con Changes resistances: +30% temporal Changes resistances cap: +7% all Changes resistances penetration: +28% acid Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Reduces incoming crit damage: 10.00% Physical save: +26 (+1 eff.) Blindness immunity: +40% Pinning immunity: +49% Knockback immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Isylle the Sunfury (42-50.4 power, 6 apr, arcane element) Isylle the Sunfury (42-50.4 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage (Melee): 24 fire Damage when hit (Melee): 4 temporal Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +42% arcane Talent granted: +1 Command Staff Critical mult.: +23.00% Maximum neg.energy: +42.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +14% Light radius: +1 See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ivoyatta the Morbusstoker (0 def, 6 armour) Ivoyatta the Morbusstoker (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +11 Armour: +6 Damage (Melee): 13 darkness / 11 blight Damage when hit (Melee): 4 nature Changes stats: +4 Str / +6 Dex / +4 Mag / +4 Wil / +10 Cun / +3 Con Changes resistances: +8% blight / +6% fire / +19% darkness Changes damage: +8% blight / +11% arcane / +8% darkness Talent mastery: +0.20 Technique / Grappling Blindness immunity: +15% Disarm immunity: +32% Confusion immunity: +20% Pinning immunity: +5% Infravision radius: +3 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +17 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 11% chance to inflict 15% damage reduction Damage (Melee): +19 darkness / +13 arcane Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 arcane / +6 blight It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Blindspike BlindspikeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +26 Defense: +28 (+7 eff.) Changes resistances: +17% acid / +3% physical / +3% darkness / +32% fire / +40% cold / +21% lightning Changes resistances penetration: +15% acid Physical save: +54 (+2 eff.) Spell save: +3 (+0 eff.) Stun/Freeze immunity: +5% Life regen: +3.60 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
| Cloak | Saluwen (2 def, 0 armour) Saluwen (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -8% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +2 Con Spell save: +9 (+0 eff.) Maximum mana: +64.00 Maximum psi: +30.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Noonpall the silk robe (7 def, 4 armour) Noonpall the silk robe (7 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +13 Cun Changes resistances: +12% acid / +25% darkness / +6% light Changes damage: +43% darkness / +15% light / +17% all Critical mult.: +18.00% Physical save: +23 (+1 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +5% Disarm immunity: +15% Mana each turn: +0.30 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +71.00 Spellpower: +46 (+8 eff.) Spell crit. chance: +21% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 1 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. movement infusion (564% speed; 12 turns)movement infusion (564% speed; 12 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 12 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
wild infusion of the warrior (resist 20%; cure magical, physical) wild infusion of the warrior (resist 20%; cure magical, physical)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 cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Earachak the voratun ring Earachak the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +49 (+13 eff.) Armour: +10 Fatigue: -10% Effects on melee hit: * 27% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 30 light Damage when hit (Melee): 4 physical Changes stats: +18 Str / +3 Dex / +24 Con Changes resistances: +6% mind Changes damage: +7% all Maximum encumbrance: +40 Spell save: +18 (+1 eff.) Maximum life: +20.00 Maximum stamina: +38.00 Spellpower: +20 (+3 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Shadewrecker the steel ring Shadewrecker the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness Changes resistances: +50% nature / +6% darkness Changes resistances penetration: +5% blight / +15% darkness Changes damage: +25% nature / +3% blight Mental save: +6 (+1 eff.) Confusion immunity: +26% Rings can have magical properties. |
copper ring 'Rotdash' copper ring 'Rotdash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 15% Changes damage: +15% nature / +3% light Maximum encumbrance: +21 Rings can have magical properties. |
copper ring 'Rotwisp' copper ring 'Rotwisp'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +7 Str / +1 Dex / +4 Cun / +10 Con Changes damage: +3% nature Reduces incoming crit damage: 10.00% Physical save: +6 (+0 eff.) See invisible: +12 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Shockwrither' (23-36.8 power, 2 apr)steel greatsword 'Shockwrither' (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom * 24% chance to corrode armour by 30% Damage (Melee): +37 insidious poison / +16 nature / +4 blight / +16 mind / +16 temporal Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Cun / +5 Wil Changes resistances: +18% lightning / +7% all Changes resistances penetration: +13% acid / +10% nature / +25% blight Changes damage: +3% blight / +3% lightning Disarm immunity: +42% Life regen: +2.00 Massive two-handed swords. |
Betawyn the dragonbone starstaff (30-36 power, 8 apr, physical element) Betawyn the dragonbone starstaff (30-36 power, 8 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +15.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+4 eff.) Armour: +6 Defense: +42 (+10 eff.) Effects on melee hit: * 50% chance to blind Changes stats: +6 Con Changes resistances: +14% darkness / +15% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Life regen: +1.70 Maximum life: +20.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Light radius: +12 Healing mod.: +28% Defense after a teleport: +33 Resist all after a teleport: +19% New effects duration reduction after a teleport: +35% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 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 253.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
Brightwasp the elven-wood vilestaff (25-30 power, 5 apr, darkness element) Brightwasp the elven-wood vilestaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Physical crit. chance: +19.0% Damage when hit (Melee): 12 arcane / 12 blight Changes stats: +13 Mag / +8 Cun / +9 Con Changes resistances penetration: +10% blight / +10% fire Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Critical mult.: +54.00% Spell save: +9 (+0 eff.) Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +41.00 Maximum neg.energy: +44.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +30% Staves designed for wielders of magic, by the greats of the art. |
Corruptionclash the yew starstaff (27-32.4 power, 4 apr, physical element) Corruptionclash the yew starstaff (27-32.4 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Changes damage: +27% physical / +27% temporal / +27% darkness / +27% light Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +15.00% Mental save: +3 (+1 eff.) Mana each turn: +0.22 Hate when firing a critical mind attack: +2.00 Maximum mana: +57.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Getydar (41-49.2 power, 6 apr, darkness element) Getydar (41-49.2 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 draining blight Burst (radius 1) on hit: +4 temporal / +8 physical When wielded/worn: Armour: +6 Defense: +23 (+6 eff.) Damage (Melee): 11 % chance of confusion Changes stats: +2 Str Changes resistances: +3% temporal Changes resistances penetration: +20% darkness Changes damage: +41% darkness / +3% physical Talent granted: +1 Command Staff Physical save: +18 (+0 eff.) Spell save: +13 (+1 eff.) Mental save: +14 (+3 eff.) Maximum life: +10.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +13% Casting speed: +19% Life leech chance: +15% Life leech: +15% Damage Shield penetration: +32% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 4.5 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 351.55 physical (gravity) damage. Each target moved beyond the first increases the damage by 43.94 (up to a maximum of 175.78 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Kithad (38-45.6 power, 5 apr, cold element) Kithad (38-45.6 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +13 physical / +16 mind When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +12.0% Armour: +10 Defense: +21 (+5 eff.) Effects on melee hit: * 17% chance to blind Changes resistances: +9% temporal Maximum wards: +3 cold Changes damage: +12% mind / +38% cold Talents granted: +5 Ward +1 Command Staff Physical save: +11 (+0 eff.) Spell save: +13 (+1 eff.) Mental save: +9 (+2 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 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 253.03 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Scorchgash the elm vilestaff (10-12 power, 2 apr, fire element)Scorchgash the elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 draining blight Burst (radius 1) on hit: +12 arcane / +4 fire When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Mag / +2 Wil Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes damage: +10% acid / +10% darkness / +10% blight / +13% fire / +6% arcane Talents granted: +2 Ward +1 Command Staff Critical mult.: +15.00% Maximum life: +10.00 Maximum mana: +27.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +8% Healing mod.: +5% Life leech chance: +7% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Huryrorak' (13-15.6 power, 2 apr, blight element) elm vilestaff 'Huryrorak' (13-15.6 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Mag / +1 Cun Changes damage: +13% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Boltoblivion' (27-32.4 power, 4 apr, blight element) yew vilestaff 'Boltoblivion' (27-32.4 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 lightning When wielded/worn: Changes stats: +5 Str / +2 Wil Changes resistances penetration: +10% lightning Changes damage: +27% blight Grants telepathy: Dragon Talent granted: +1 Command Staff Mana each turn: +0.44 Maximum mana: +105.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Galetrial' (18.5-25.9 power, 4 apr)dwarven-steel waraxe 'Galetrial' (18.5-25.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 lightning When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 22 lightning Changes resistances: +9% blight / +6% fire / +12% nature Changes damage: +27% lightning One-handed war axes. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
This item will automatically be transmogrified when you leave the level. dragonslayer's hardened leather hat of ire (0 def, 3 armour)dragonslayer's hardened leather hat of ire (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +11% acid / +10% fire / +11% lightning / +10% cold Physical save: +10 (+0 eff.) Mental save: +11 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Blastwoe (18/44, 85.5-119.7 power, 26 apr)Blastwoe (18/44, 85.5-119.7 power, 26 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 85.5 - 119.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +21.0% Capacity: 44 Turns elapse between self-loadings: 0 On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target On weapon crit: * splashes the target with acid * cripple the target Damage (Ranged): +59 lightning / +26 acid / +18 darkness / +46 mind Burst (radius 1) on hit: +8 lightning / +4 mind Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
912 alchemist agate 912 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning 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. |
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 spinel 3 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. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 90 power out of 90/90. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Dagotar DagotarPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes stats: +14 Wil / +9 Cun / +5 Con Changes resistances: +9% acid / +9% temporal / +13% darkness / +15% blight / +9% cold Changes damage: +25% mind Critical mult.: +6.00% Mental save: +14 (+3 eff.) Life regen: +0.40 Only die when reaching: -82.00 life Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: -6 Infravision radius: +12 See stealth: +20 See invisible: +32 Healing mod.: +5% Defense after a teleport: +18 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 40 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Gloomsquall GloomsquallPowered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +3 Str / +2 Mag / +4 Wil / +2 Cun Changes resistances: +6% blight / +18% darkness Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 40 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
ruby 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Lisewen the elven-wood totem of healing [power 177] (12/20 cooldown) Lisewen the elven-wood totem of healing [power 177] (12/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Mag Talent cooldown: Lay Web (-2 turns) Talent granted: +6 Lay Web Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +7% It can be used to heal a target within range 10 (based on Willpower) for 177, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
amber 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. |
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. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By corn! the Cornac Adventurer level 53
6th Flare 122nd year of Ascendancy at 16:19 see stats
Exterminator (Uniques)
Killed 1000 creatures.By corn! the Cornac Adventurer level 51
5th Flare 122nd year of Ascendancy at 22:33 see stats
Fear me not! (Uniques)
Survived the Fearscape!By corn! the Cornac Adventurer level 53
6th Flare 122nd year of Ascendancy at 12:49 see stats
Level 10 (Uniques)
Got a character to level 10.By corn! the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By corn! the Cornac Adventurer level 20
1st Flare 122nd year of Ascendancy at 02:56 see stats
Level 30 (Uniques)
Got a character to level 30.By corn! the Cornac Adventurer level 30
1st Flare 122nd year of Ascendancy at 23:19 see stats
Level 40 (Uniques)
Got a character to level 40.By corn! the Cornac Adventurer level 40
5th Flare 122nd year of Ascendancy at 03:05 see stats
Level 50 (Uniques)
Got a character to level 50.By corn! the Cornac Adventurer level 50
5th Flare 122nd year of Ascendancy at 13:39 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By corn! the Cornac Adventurer level 54
7th Flare 122nd year of Ascendancy at 01:44 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By corn! the Cornac Adventurer level 37
5th Flare 122nd year of Ascendancy at 01:57 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By corn! the Cornac Adventurer level 22
1st Flare 122nd year of Ascendancy at 05:14 see stats
The Arena (Uniques)
Unlocked Arena mode.By corn! the Cornac Adventurer level 13
75th Pyre 122nd year of Ascendancy at 03:45 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By corn! the Cornac Adventurer level 53
6th Flare 122nd year of Ascendancy at 09:04 see stats
The secret city (Uniques)
Discovered the truth about mages.By corn! the Cornac Adventurer level 54
2nd Dusk 122nd year of Ascendancy at 01:49 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By corn! the Cornac Adventurer level 32
2nd Flare 122nd year of Ascendancy at 15:23 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By corn! the Cornac Adventurer level 17
7th Mirth 122nd year of Ascendancy at 14:20 see stats
Log
Corn! deactivates Shielding.
Corn! stops spinning fate.
Corn! deactivates Quicken Spells.
Corn! deactivates Shadow Combat.
Corn! is not disabled anymore.
Corn! deactivates Necrotic Aura.
Corn! stops weaving fate.
The flow of energy from Corn!'s gem ceases.
Corn! deactivates Fiery Hands.
Corn! rearms.
Corn! deactivates Hymn of Detection.
Corn! vanishes from sight.
Corn! deactivates Mage Wind.
Corn! is no longer glinting.
Corn! deactivates Shielding.
Corn! deactivates Arcane Power.
Corn! is not silenced anymore.
Corn! deactivates Blurred Mortality.
Corn! deactivates Phased Wyrm.
Corn! is freed from the impending doom.
Corn! deactivates Mage Armour.
Corn! deactivates Augmentation.
Corn! is no longer invisible.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
corn! converts some damage to Psi!
Something hits corn! for (13 resist armour), 667 to psi, 872 fire (1539 total damage).
corn! the level 56 cornac adventurer was toasted to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
Saving done.
