Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Embers of Rage 1.7.4Official 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines 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: Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Damblis Race 1.7.6Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding. 1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage. 2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns. 3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage. 4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt. Full details on the forum page. Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Light |
Mode | Insane Exploration |
Sex | Male |
Race | Shalore |
Class | Kharybdian |
Level / Exp | 31 / 78% |
Size | medium |
Lifes / Deaths | Killed by Xinne the slick giant venus flytrap at level 14 on the 7th Mirth 122nd year of Ascendancy at 04:53 / 17Killed by Xinne the slick giant venus flytrap at level 14 on the 7th Mirth 122nd year of Ascendancy at 05:45 Killed by saw horror at level 18 on the 2nd Summertide 122nd year of Ascendancy at 21:36 Killed by worm that walks at level 20 on the 1st Flare 122nd year of Ascendancy at 04:37 Killed by worm that walks at level 20 on the 1st Flare 122nd year of Ascendancy at 05:25 Killed by Polylegama the skeleton master archer at level 23 on the 2nd Flare 122nd year of Ascendancy at 16:27 Killed by Emelyra the ghast at level 23 on the 2nd Flare 122nd year of Ascendancy at 17:56 Killed by Emelyra the ghast at level 23 on the 2nd Flare 122nd year of Ascendancy at 18:38 Killed by Emelyra the ghast at level 23 on the 2nd Flare 122nd year of Ascendancy at 19:26 Killed by Gibeth the elder vampire at level 26 on the 9th Flare 122nd year of Ascendancy at 00:22 Killed by Yvossra the nightmare horror at level 26 on the 9th Flare 122nd year of Ascendancy at 04:54 Killed by Yvossra the nightmare horror at level 26 on the 9th Flare 122nd year of Ascendancy at 05:29 Killed by Xygamira the fire prism at level 29 on the 7th Dusk 122nd year of Ascendancy at 09:11 Killed by Xaniwe the sun prism at level 30 on the 7th Dusk 122nd year of Ascendancy at 11:53 Killed by shadow at level 30 on the 7th Dusk 122nd year of Ascendancy at 15:19 Killed by shadow at level 30 on the 7th Dusk 122nd year of Ascendancy at 16:37 Killed by shadow at level 30 on the 7th Dusk 122nd year of Ascendancy at 17:17 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 22 (base 19) |
Magic | 102 (base 60) |
Willpower | 36 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | 656/656 |
Positive | 120/120 |
Hands | 160/160 |
Psi | 116/116 |
Healing Factor | 1.4024166372473 |
Regeneration | 11.56993725729 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +56% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 17 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 62 |
Accuracy | 27 |
Crit Chance | 57% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +42% |
Arcane | +40% |
Cold | +40% |
All | +30% |
Darkness | +87% |
Temporal | +73% |
Physical | +93% |
Mind | +46% |
Lightning | +40% |
Offense: Damage Penetration
Physical | +8% |
All | 0% |
Temporal | +9% |
Defense: Base
Armour (hardiness) | 26.85410196625 (30%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 59 |
Mental Save | 38 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 27%( 70%) |
All | + 1%( 70%) |
Darkness | +100%(100%) |
Light | + 70%( 70%) |
Temporal | + 29%( 70%) |
Physical | + 2%( 70%) |
Lightning | + 60%( 70%) |
Fire | + 42%( 70%) |
Mind | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Silence Resistance | 50% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Oceansong | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Null Vizier | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Intrusion | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Marching Sea | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Chronorium | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Polyps | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Bloodtide | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/1 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Otherside | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Other Page | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Light Work |
talent | Skate |
talent | Chant of Resistance |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining fragments of the Celestial/Chants Life tree, but mostly other power. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Psionic/Augmented Mobility tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
On feet | wanderer's pair of iron boots of disengagement (living) (0 def, 3 armour) wanderer's pair of iron boots of disengagement (living) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +4 Cun / +1 Con Physical save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Life regen: +8.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | The Hollow Heart The Hollow HeartPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Defense: +24 (+7 eff.) Changes stats: +20 Cun Changes resistances: +60% darkness / -15% all Changes resistances cap: +30% darkness Changes damage: +30% all Damage affinity(heal): +20% darkness Critical mult.: +40.00% Blindness immunity: +100% Only die when reaching: -80.00 life Light radius: -1000 Infravision radius: +12 Ruined, broken. A shell of what could have been. But oh, what a grand ruin it is. The dead emptiness hungers... and it will not be sated easily. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 70.56 to 211.67 lightning damage (141.11 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 349.46 temporal and 377.74 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | pixie's gold ring of speed (of endless rays) pixie's gold ring of speed (of endless rays)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun / +4 Mag Spellpower: +18 (+4 eff.) Spell crit. chance: +3% Movement speed: +11% Talent on hit(spell): Firebeam (10% chance level 2). Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
On fingers | Arewe (shaded) Arewe (shaded)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +10 Defense: +30 (+9 eff.) Changes resistances: +16% mind / +21% lightning Changes damage: +12% acid / +15% physical / +16% mind / +15% darkness Disease immunity: +20% Silence immunity: +20% Fear immunity: +100% Maximum life: +100.00 Infravision radius: +3 Rings make your fingers look great! |
Around waist | Neira's Memory (radiant) Neira's Memory (radiant)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +11 Mag / +11 Wil / +2 Cun Changes resistances: +25% light / +25% fire Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Light radius: +3 It can be used to surround yourself with a magical shield (strength 355, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | dragonbone starstaff 'Grinuneg' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Grinuneg' (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+7 eff.) Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Armour: +2 Defense: +10 (+3 eff.) Changes resistances: +12% lightning / +6% darkness Changes damage: +30% physical Talent granted: +1 Command Staff Stun/Freeze immunity: +10% Knockback immunity: +21% Mana each turn: +0.48 Spellpower: +56 (+10 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | voratun gauntlets 'Issesus' (0 def, 3 armour) voratun gauntlets 'Issesus' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 12 arcane / 12 darkness Changes stats: +2 Dex / +8 Mag / +10 Wil / +3 Cun Changes resistances: +7% light / +1% physical / +13% darkness / +6% arcane Changes damage: +10% arcane / +8% darkness Stamina each turn: +1.00 Maximum stamina: +30.00 Spellpower: +11 (+2 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 8% chance to reduce damage dealt by 30% Damage (Melee): +12 arcane Damage (radius 2) on crit: +16 light / +15 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 184.77 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Nerach (dulled) (0 def, 0 armour) Nerach (dulled) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 8% chance to reduce damage dealt by 30% Changes stats: +4 Str / +1 Dex / +9 Mag / +2 Wil / +2 Con Changes resistances: +20% light / +18% temporal / +33% darkness / +13% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +31% temporal / +22% darkness / +18% physical Spell save: +18 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Wind's Whisper (dulled) (4 def, 0 armour) Wind's Whisper (dulled) (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Effects on melee hit: * 8% chance to reduce damage dealt by 30% Changes stats: +3 Dex Changes resistances: +20% light Spell save: +18 (+4 eff.) Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Around neck | Feathersteel Amulet (of endless rays) Feathersteel Amulet (of endless rays)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Talent on hit(spell): Firebeam (10% chance level 2). The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
movement infusion of the wizard (speed 714%; cd 13) movement infusion of the wizard (speed 714%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 nature talent. |
wild infusion of the psychic (res 22%; mental; dur 3; cd 11) wild infusion of the psychic (res 22%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 nature talent. |
shatter afflictions rune of the wizard (absorb 125; cd 15) shatter afflictions rune of the wizard (absorb 125; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
mindweaver's copper amulet of soulsearing (living) mindweaver's copper amulet of soulsearing (living)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% blight / +6% fire Critical mult.: +11.00% Mental save: +6 (+2 eff.) Confusion immunity: +11% Life regen: +8.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Healing mod.: +30% Amulets make your neck look great! |
Ce'Nuralle the gold amulet (sludge-imbued) Ce'Nuralle the gold amulet (sludge-imbued)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +6 Defense: +21 (+7 eff.) Changes stats: +7 Dex / +2 Wil / +14 Lck Changes resistances: +20% nature / +20% acid Changes resistances cap: +5% all Changes resistances penetration: +5% blight Changes damage: +10% nature / +10% acid Critical mult.: +5.00% Physical save: +19 (+10 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
pixie's steel ring of luminosity (sludge-imbued) pixie's steel ring of luminosity (sludge-imbued)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 14 light Changes stats: +2 Cun / +5 Mag Changes resistances: +20% nature / +20% acid Changes damage: +10% acid / +11% light / +10% nature Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
Inertial Twine (umbral) Inertial Twine (umbral)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Talent mastery: +0.20 Cursed / Darkness Physical save: +12 (+6 eff.) Blindness immunity: +50% Knockback immunity: +100% Hate when firing a critical mind attack: +2.00 Mindpower: +17 (+4 eff.) Mental crit. chance: +10% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Poxraptor (sludge-imbued) Poxraptor (sludge-imbued)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 65% Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +23% nature / +20% acid Changes damage: +10% nature / +10% acid Mental save: +6 (+2 eff.) Spellpower: +12 (+2 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Brenudedas the elven-wood starstaff (blazing) (25-30 power, 5 apr, blight element) Brenudedas the elven-wood starstaff (blazing) (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Pyrokinesis (20% chance level 2). When wielded/worn: Damage (Melee): 19 fire Changes stats: +2 Str / +2 Wil Changes resistances penetration: +10% blight Changes damage: +34% blight Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +45.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +4% See invisible: +8 Global speed: +10% Staves designed for wielders of magic, by the greats of the art. |
Borukhad the dragonbone vilestaff (30-36 power, 6 apr, fire element) Borukhad the dragonbone vilestaff (30-36 power, 6 apr, fire 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: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +3 Mag / +1 Wil Changes resistances: +9% temporal / +14% darkness / +6% mind Changes resistances penetration: +10% mind Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +18.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +10% Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+9 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Wrathroot's Barkwood (sludge-imbued) (9 def, 10 armour, 60 block) Wrathroot's Barkwood (sludge-imbued) (9 def, 10 armour, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% acid / +20% cold / +20% darkness / +40% nature Changes damage: +10% nature / +10% acid Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 251.20 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
iron mail armour of the deep (2 def, 5 armour) iron mail armour of the deep (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
noble's rough leather belt of life noble's rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Winterpython' (shaded) drakeskin leather belt 'Winterpython' (shaded)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +11 Cun / +12 Wil Changes resistances: +6% temporal / +6% nature / +3% darkness Changes damage: +15% darkness / +15% physical Damage against: +78% Summoned Reduced damage from: +78% Summoned Spell save: +11 (+3 eff.) Fear immunity: +100% Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
Silurakira the Oozetorrent (1 def, 5 armour) Silurakira the Oozetorrent (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +3% light / +12% cold Changes damage: +3% nature / +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of mindcraft (sludge-imbued) (1 def, 0 armour) murderer's linen cloak of mindcraft (sludge-imbued) (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Wil / +5 Cun Changes resistances: +20% nature / +20% acid Changes damage: +10% nature / +10% acid Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venomspawner (sludge-imbued) (3 def, 0 armour) Venomspawner (sludge-imbued) (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +5 Mag / +6 Wil / +2 Cun Changes resistances: +23% nature / +20% acid Changes resistances penetration: +15% arcane Changes damage: +6% blight / +10% nature / +10% acid Spell save: +9 (+2 eff.) Mental save: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of massiveness (0 def, 5 armour) stealthy pair of drakeskin leather boots of massiveness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Str / +6 Dex / +3 Con / +11 Lck Changes damage: +6% physical Stealth bonus: +11 Size category: +1 A pair of boots made of leather. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerarema the hardened leather gloves (0 def, 2 armour) Aerarema the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +2 Damage (Melee): 8 fire Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% fire Changes resistances penetration: +5% arcane Changes damage: +12% blight / +5% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +27% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +6 fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 fire / 4 cold / 6 lightning Changes stats: +3 Mag / +3 Wil When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 ice / +11 fire / +4 acid / +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
136 alchemist agate 136 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Adothra the Gleamoracle (dig speed 19 turns) Adothra the Gleamoracle (dig speed 19 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str Changes resistances: +12% nature / +6% blight Changes resistances penetration: +5% blight Changes damage: +7% nature / +6% blight Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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) Activation costs 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 (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 Activation costs 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. |
Gallow Tree Gallow TreeInfused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +9 Con Changes resistances: +15% blight / +15% nature / +15% darkness Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Spell / Necrosis +0.30 Spell / Undead drake Healing mod.: -40% While in combat, you and all nearby creatures (in radius 3) will lose 5% of their current health per turn. This is affected by healing modifier. This small tree-shaped totem is carved from the wood of a tree that has been used as improptu gallows an immeasurable number of times. The many deaths have soaked into it, twisting it into something terrible. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 120 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By The Reef the Shalore Kharybdian level 28
10th Flare 122nd year of Ascendancy at 14:55 see stats
By The Reef the Shalore Kharybdian level 10
79th Pyre 122nd year of Ascendancy at 15:40 see stats
By The Reef the Shalore Kharybdian level 20
1st Flare 122nd year of Ascendancy at 00:57 see stats
By The Reef the Shalore Kharybdian level 30
7th Dusk 122nd year of Ascendancy at 11:44 see stats
By The Reef the Shalore Kharybdian level 29
2nd Dusk 122nd year of Ascendancy at 10:28 see stats
By The Reef the Shalore Kharybdian level 19
3rd Summertide 122nd year of Ascendancy at 21:57 see stats
By The Reef the Shalore Kharybdian level 18
2nd Summertide 122nd year of Ascendancy at 21:31 see stats
By The Reef the Shalore Kharybdian level 28
10th Flare 122nd year of Ascendancy at 14:55 see stats
By The Reef the Shalore Kharybdian level 22
2nd Flare 122nd year of Ascendancy at 12:24 see stats
By The Reef the Shalore Kharybdian level 16
8th Mirth 122nd year of Ascendancy at 21:06 see stats
Log
You gain 9.56 gold from the transmogrification of dreamer's silk robe of life (0 def, 0 armour).
You gain 5.25 gold from the transmogrification of cashmere robe of alchemy (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Chamablek the cashmere robe (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of voratun shield 'Ashlord' (0 def, 10 armour, 191.5 block).
You gain 25.00 gold from the transmogrification of Saludheth the Flashspitter (16/16, 44-53 power, 5 apr).
You gain 5.18 gold from the transmogrification of halfling drakeskin leather sling.
You gain 25.00 gold from the transmogrification of Unlighttrencher.
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Flashnaught'.
You gain 8.02 gold from the transmogrification of swashbuckler's voratun steamsaw of temporal resistance (+16%) (39-58 power, 0 apr).
You gain 4.59 gold from the transmogrification of shocking voratun steamsaw of erosion (41-62 power, 0 apr).
You gain 6.90 gold from the transmogrification of truestriking voratun waraxe of phasing (41-57 power, 25 apr).
You gain 22.07 gold from the transmogrification of Furnacerune (40-56 power, 6 apr).
You gain 2.00 gold from the transmogrification of stralite waraxe of projection (32-44 power, 5 apr).
You gain 25.00 gold from the transmogrification of Blizzardwell the voratun mace (44-62 power, 6 apr).
You gain 5.91 gold from the transmogrification of flaming voratun greatsword of crippling (62-98 power, 4 apr).
You gain 1.95 gold from the transmogrification of voratun greatmaul of massacre (84-125 power, 4 apr).
You gain 8.44 gold from the transmogrification of balanced voratun greatmaul of dampening (68-103 power, 4 apr).
You gain 7.70 gold from the transmogrification of voratun battleaxe of evisceration (58-88 power, 4 apr).
You gain 4.95 gold from the transmogrification of arcing voratun battleaxe of crippling (58-86 power, 4 apr).
You gain 10.06 gold from the transmogrification of magewarrior's short dragonbone vilestaff of fate (30-36 power, 6 apr, blight element).
You gain 5.70 gold from the transmogrification of imbued elven-wood magestaff of might (25-30 power, 5 apr, arcane element).
You gain 25.00 gold from the transmogrification of stralite ring 'Glintblood'.
You gain 2.67 gold from the transmogrification of savior's voratun amulet.
There is a A crack in the cave walls here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 9th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:01.