Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Items Vault 1.3.0Donators/Buyers bonus! Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Ashes of Urh'Rok 1.2.4Official 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:
ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 66 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Aryvea the giant black ant at level 40 on the 67th Haze 122nd year of Ascendancy at 10:07 0 / 8Killed by Aryvea the giant black ant at level 40 on the 67th Haze 122nd year of Ascendancy at 13:45 Killed by elven cultist at level 41 on the 71st Haze 122nd year of Ascendancy at 09:13 Killed by elven guard at level 42 on the 71st Haze 122nd year of Ascendancy at 12:38 Killed by Siluvena the elven blood mage at level 49 on the 72nd Haze 122nd year of Ascendancy at 05:23 Killed by Aerewen the elven cultist at level 57 on the 73rd Haze 122nd year of Ascendancy at 16:55 Killed by Poleramira the elven cultist at level 57 on the 73rd Haze 122nd year of Ascendancy at 19:35 Killed by Salirin the elven corruptor at level 66 on the 74th Haze 122nd year of Ascendancy at 18:04 |
Primary Stats
| Strength | 57 (base 12) |
| Dexterity | 72 (base 27) |
| Constitution | 84 (base 36) |
| Magic | 119 (base 76) |
| Willpower | 47 (base 38) |
| Cunning | 114 (base 75) |
Resources
| Mana | 516/735 |
| Psi | 125/137 |
| Vim | 203/397 |
| Life | -102/1934 |
| Positive | 101/245 |
| Stamina | 359/388 |
| Healing Factor | 1.05 |
| Regeneration | 4.1475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -6 |
| Infravision | 10 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 65 |
| Crit Chance | 99% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 84.56 |
| Crit Chance | 80% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 53.166666666667 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 51.7 |
| Ranged Defense | 57.033333333333 |
| Fatigue | 11 |
| Physical Save | 61.2875 |
| Spell Save | 44.633333333333 |
| Mental Save | 44.383333333333 |
Defense: Resistances
| All | + 15%( 77%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Bleed Resistance | 100% |
| Teleport Resistance | 50% |
| Stun Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 403 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Guardian | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 6/5 |
| Spell / Wildfire | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 3/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target has been tethered to the location and has a 15% chance of being teleported back, creating an explosion for 273.84 physical and 273.84 temporal warp damage at both ends of the teleport. Spatial Tether |
| detrimental effect | The target is losing one sustain per turn. Entropy |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is unable to teleport and takes 657.46 temporal and 657.46 physical damage if they try. Dimensional Anchor |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+54). Continuum Destabilization |
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 grave | active |
You abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol 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: * You've found the needed bear paw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed length of troll intestine. | 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 within18 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | ash starstaff 'Gorideldir' (15-18 power, 3 apr, fire element) ash starstaff 'Gorideldir' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +4.0% Damage (Melee): 19 fire Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes damage: +15% fire Talents granted: +5 Corrosive Cone +1 Command Staff Critical mult.: +17.00% Maximum life: +20.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +11% See invisible: +8 It can be used to project a bolt from the staff (to range 7) dealing 63.64 - 76.37 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
| On hands | Unrogarig (4 def, 1 armour) Unrogarig (4 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 6 cold Changes stats: +3 Str Changes resistances: +9% mind / +6% cold Changes damage: +4% cold Mental save: +3 (+1 eff.) Blindness immunity: +10% Disease immunity: +10% Stun/Freeze immunity: +5% Life regen: +2.00 Stamina each turn: +0.40 Psi each turn: +0.13 See invisible: +6 When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Light source | Eridrahir the Blazewill Eridrahir the BlazewillPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 lightning / 11 fire Changes stats: +4 Cun Changes resistances: +5% darkness / +6% fire Changes damage: +6% light / +15% darkness Damage affinity(heal): +5% light Light radius: -6 Infravision radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 72.64 light damage within radius 3. The damage done will increase with your Spellpower. 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. Press to compare |
| On head | Flashradiance the rough leather cap (0 def, 1 armour) Flashradiance the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 fire Changes stats: +7 Lck Changes resistances: +18% acid / +18% fire / +6% cold / +7% lightning Changes damage: +6% acid / +6% fire Allows you to breathe in: water Spell crit. chance: +2% Mental crit. chance: +3% A cap made of leather. Press to compare |
| On feet | Haloharadin the Ashrage (0 def, 3 armour) Haloharadin the Ashrage (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +2 Mag / +3 Cun Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +10% fire Changes damage: +21% fire Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Tool | Undeathlady (dig speed 15 turns) Undeathlady (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * Slows global speed by 40% * 30% chance to blind Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances: +6% fire / +6% darkness / +6% nature When carried: Talent granted: +1 Dig 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 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Shockkarma the copper ring Shockkarma the copper ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +14 (+5 eff.) Effects on melee hit: * 30% chance to daze * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +5 Cun Changes damage: +15% blight Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spell crit. chance: +6% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
| On fingers | Flarebringer FlarebringerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +5 Wil / +5 Cun Changes resistances: +22% nature / +6% temporal Changes resistances penetration: +10% fire Changes damage: +24% temporal / +11% nature / +3% fire Mindpower: +6 (+2 eff.) Rings can have magical properties. Press to compare |
| Around neck | Yvurilaith YvurilaithPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Physical power: +4 (+1 eff.) Armour: +8 Defense: +12 (+4 eff.) Fatigue: -10% Changes stats: +10 Dex / +21 Mag / +9 Cun / +10 Con Changes resistances: +9% cold Changes resistances cap: +7% all Changes damage: +8% acid / +8% physical / +8% darkness / +8% cold / +8% lightning / +8% fire / +8% temporal / +8% light Critical mult.: +40.00% Physical save: +26 (+6 eff.) Blindness immunity: +10% Cut immunity: +15% Knockback immunity: +15% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +16 (+3 eff.) Spell crit. chance: +12% Movement speed: +10% It can be used to teleport you randomly (rad 59), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
| In main hand | magewarrior's short yew magestaff of fate (20-24 power, 4 apr, fire element) magewarrior's short yew magestaff of fate (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +7.0% Physical power: +11 (+3 eff.) Changes damage: +20% fire Talents granted: +5 Flame Bolts +1 Command Staff Critical mult.: +12.00% Physical save: +11 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. Press to compare |
| Around waist | Grinusta the drakeskin leather belt Grinusta the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +11 Defense: +9 (+3 eff.) Changes stats: +10 Dex / +5 Mag / +9 Cun / +9 Lck Changes resistances: +9% acid / +3% blight / +9% fire / +9% lightning / +8% cold Changes damage: +3% physical Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +26 Stealth bonus: +11 Physical save: +36 (+9 eff.) Blindness immunity: +10% Pinning immunity: +5% Mana each turn: +0.54 Maximum mana: +60.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +15% Infravision radius: +5 A belt that goes around your waist. Press to compare |
| In off hand | voratun shield 'Yvelratira' (27 def, 3 armour, 209 block) voratun shield 'Yvelratira' (27 def, 3 armour, 209 block)Requires: - Strength 48 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +3 Defense: +27 (+9 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 64% chance to blind Damage when hit (Melee): 20 temporal Changes stats: +1 Str / +9 Mag / +14 Con Changes resistances: +27% acid / +20% temporal / +36% light / +35% fire / +26% lightning Reduce damage by fixed amount: +25 fire Changes resistances penetration: +15% mind Talent granted: +5 Block Stamina each turn: +1.20 Deflect projectiles away: +19% It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (563) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
| Main armor | Zubora the rough leather armour (1 def, 2 armour) Zubora the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances: +17% acid / +16% fire Talent granted: +5 Acidic Bath Life regen: +0.20 Healing mod.: +5% A suit of armour made of leather. Press to compare |
Inventory
Lustremarrow the copper amulet Lustremarrow the copper amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 light Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +6% acid / +7% physical Changes resistances penetration: +15% acid / +10% light Changes damage: +7% blight / +6% fire / +3% acid Critical mult.: +11.00% Stamina each turn: +0.30 Spellpower: +6 (+1 eff.) Light radius: +1 Amulets can have magical properties. Press to compare |
copper amulet 'Cyroriavea' copper amulet 'Cyroriavea'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con / +6 Wil Changes resistances: +9% temporal / +17% light / +3% blight / +5% arcane / +14% darkness Changes damage: +6% arcane / +6% physical Talent masteries: +0.16 Chronomancy / Timeline Threading +0.16 Technique / Magical combat Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +26% Confusion immunity: +13% Pinning immunity: +5% Teleport immunity: +10% Life regen: +1.00 Maximum life: +37.00 Maximum mana: +60.00 Mindpower: +7 (+2 eff.) Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. Press to compare |
copper amulet 'Emovena' copper amulet 'Emovena'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Mag / +1 Wil Changes resistances: +13% lightning Changes damage: +6% physical / +12% temporal Talent mastery: +0.16 Technique / Archery excellence Stun/Freeze immunity: +25% Spellpower on spell critical (stacks up to 3 times): +2 Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. Press to compare |
starlit copper amulet of mastery (0.11 Corruption / Wretched) starlit copper amulet of mastery (0.11 Corruption / Wretched)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Talent mastery: +0.11 Corruption / Wretched Blindness immunity: +22% Amulets can have magical properties. Press to compare |
mule's copper ring of nature (+22%) mule's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +21 Rings can have magical properties. Press to compare |
savior's copper ring of blight (+10%) savior's copper ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. Press to compare |
short ash magestaff of illumination (15-18 power, 3 apr, fire element) short ash magestaff of illumination (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 145.56 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of torment (34.5-55.2 power, 2 apr)arcing dwarven-steel greatsword of torment (34.5-55.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Changes resistances penetration: +16% mind / +16% darkness Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel longsword (13.5-18.9 power, 3 apr)quick steel longsword (13.5-18.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite waraxe of paradox (30-42 power, 5 apr)plaguebringer's stralite waraxe of paradox (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease Damage (Melee): +14 blight / +15 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +17% temporal Disease immunity: +30% One-handed war axes. Press to compare |
Silowe the steel shield (6 def, 2 armour, 36.5 block) Silowe the steel shield (6 def, 2 armour, 36.5 block)Requires: - Strength 16 - Talent Shield Mastery (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 14 acid / 12 blight Changes resistances: +7% acid / +7% fire / +6% cold / +6% lightning Talent granted: +2 Block Spell save: +9 (+3 eff.) Mana when firing critical spell: +1.00 Maximum mana: +60.00 Spell crit. chance: +1% Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of delving (4 def, 7 armour)troll-hide reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +18% darkness / +13% physical Life regen: +12.60 Light radius: +2 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. Press to compare |
Emelyma the rough leather belt Emelyma the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +7% darkness / +7% cold / +6% light / +6% fire Changes resistances penetration: +25% blight Changes damage: +6% blight / +3% temporal Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Damage Shield penetration: +10% A belt that goes around your waist. Press to compare |
blurring rough leather belt of transcendence blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. Press to compare |
Malykor (2 def, 0 armour) Malykor (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +3 Str / +3 Con Changes resistances: +17% darkness / +15% temporal Changes resistances penetration: +10% darkness / +5% acid Changes damage: +14% darkness / +3% temporal Stealth bonus: +9 Physical save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Belefast (0 def, 1 armour) Belefast (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +3 Dex / +2 Mag / +5 Con Reduces incoming crit damage: 15.00% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Soleguard (0 def, 5 armour) Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+1 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... Press to compare |
blighted rough leather gloves of magic (+2) (0 def, 1 armour) blighted rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +4% arcane / +4% blight When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +5 arcane / +5 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Xereta (0 def, 1 armour) Xereta (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +3 Cun / +4 Con Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning Changes damage: +6% temporal Reduces incoming crit damage: 5.00% Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 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 5, lowering their Defense by 14 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 cap made of leather. Press to compare |
iron helm 'Chaludusta' (0 def, 3 armour) iron helm 'Chaludusta' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +1 Wil / +3 Cun / +1 Con Changes resistances: +9% mind / +7% cold Changes damage: +3% mind Allows you to breathe in: water Light radius: +2 Infravision radius: +3 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.9 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
6 agate 6 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
8 zircon 8 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
336 alchemist agate 336 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. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. Press to compare |
dream-smith's iron pickaxe (dig speed 18 turns) dream-smith's iron pickaxe (dig speed 18 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes damage: +6% mind / +6% fire Mental save: +7 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
This item will automatically be transmogrified when you leave the level. overpowered steel torque of kinetic psionic shield [power 99] (25/34 cooldown)overpowered steel torque of kinetic psionic shield [power 99] (25/34 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns, putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
demon seed [fire imp] (level 10, mainhand) demon seed [fire imp] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, mainhand) demon seed [fire imp] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 11, mainhand) demon seed [fire imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 11, mainhand) demon seed [fire imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 14, mainhand) demon seed [fire imp] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 25, mainhand) demon seed [fire imp] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 5, mainhand) demon seed [fire imp] (level 5, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 7, mainhand) demon seed [fire imp] (level 7, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 8, mainhand) demon seed [fire imp] (level 8, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 10, mainhand) demon seed [wretchling] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 47, mainhand) demon seed [wretchling] (level 47, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 48, mainhand) demon seed [wretchling] (level 48, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 8, mainhand) demon seed [wretchling] (level 8, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, mainhand) demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, body) demon seed [forge-giant] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By The Last Flame the Skeleton Adventurer level 18
32nd Dusk 122nd year of Ascendancy at 07:07 see stats
Exterminator (Nightmare (Adventure) difficulty) (Uniques)
Killed 1000 creatures.By The Last Flame the Skeleton Adventurer level 63
74th Haze 122nd year of Ascendancy at 11:13 see stats
Fear me not! (Nightmare (Adventure) difficulty) (Uniques)
Survived the Fearscape!By The Last Flame the Skeleton Adventurer level 18
22nd Dusk 122nd year of Ascendancy at 01:18 see stats
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.By The Last Flame the Skeleton Adventurer level 10
9th Mirth 122nd year of Ascendancy at 20:58 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.By The Last Flame the Skeleton Adventurer level 20
50th Haze 122nd year of Ascendancy at 22:25 see stats
Level 30 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 30.By The Last Flame the Skeleton Adventurer level 30
61st Haze 122nd year of Ascendancy at 17:02 see stats
Level 40 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 40.By The Last Flame the Skeleton Adventurer level 40
67th Haze 122nd year of Ascendancy at 09:57 see stats
Level 50 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 50.By The Last Flame the Skeleton Adventurer level 50
72nd Haze 122nd year of Ascendancy at 09:13 see stats
Size is everything (Nightmare (Adventure) difficulty) (Uniques)
Did over 1500 damage in one attack.By The Last Flame the Skeleton Adventurer level 64
74th Haze 122nd year of Ascendancy at 13:55 see stats
Size matters (Nightmare (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By The Last Flame the Skeleton Adventurer level 18
22nd Dusk 122nd year of Ascendancy at 14:57 see stats
The Arena (Nightmare (Adventure) difficulty) (Uniques)
Unlocked Arena mode.By The Last Flame the Skeleton Adventurer level 8
8th Mirth 122nd year of Ascendancy at 11:26 see stats
The Right thing to do (Nightmare (Adventure) difficulty) (Uniques)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Last Flame the Skeleton Adventurer level 37
63rd Haze 122nd year of Ascendancy at 17:57 see stats
The secret city (Nightmare (Adventure) difficulty) (Uniques)
Discovered the truth about mages.By The Last Flame the Skeleton Adventurer level 15
1st Flare 122nd year of Ascendancy at 20:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By The Last Flame the Skeleton Adventurer level 18
41st Dusk 122nd year of Ascendancy at 22:27 see stats
Log
The Last Flame activates Beyond the Flesh.
The Last Flame casts Rune: Shielding.
A shield forms around The Last Flame.
The Last Flame activates Retribution.
Salirin the elven corruptor casts Dimensional Anchor.
Salirin the elven corruptor casts Twist Fate.
Salirin the elven corruptor stops bleeding.
Salirin the elven corruptor's temporal clone stops bleeding.
The Last Flame deactivates Retribution.
Salirin the elven corruptor slows down.
Salirin the elven corruptor shrugs off the effect 'Blinded'!
The Last Flame's spell attains critical power!
The Last Flame's spell attains critical power!
The Last Flame hits Salirin the elven corruptor for 0 physical, , (3 dissipated), (8 absorbed), 0 fire, (slow 40%), , (0 dissipated), (1 absorbed), 0 cold, , (0 dissipated), (0 absorbed), 0 physical (0 total damage).
Beyond the Flesh hits Salirin the elven corruptor for (4 dissipated), (8 absorbed), (1 to bones) (0 total damage).
The Last Flame misses Salirin the elven corruptor.
The Last Flame performs a melee critical strike against Salirin the elven corruptor!
The Last Flame is too disconnected from Nature to use Ice Breath.
Salirin the elven corruptor's temporal clone resists!
Wall turns into floor.
Wall turns into floor.
The Last Flame's spell attains critical power!
Salirin the elven corruptor shrugs off the effect 'Disable'!
Your shield crumbles under the damage!
The shield around The Last Flame crumbles.
You twist your body in complex ways mitigating the blow by 78.
The teleport fizzles!
Saving game...
