Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved player targetting 1.2.0Player's targetting improvements. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Alchemist |
Level / Exp | 50 / 17810% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 50 on the 57th Dusk 122nd year of Ascendancy at 18:30 3 / 4Killed by worm that walks at level 50 on the 57th Dusk 122nd year of Ascendancy at 22:23 Killed by Isimina the brown bear at level 50 on the 9th Regrowth 123rd year of Ascendancy at 10:22 Killed by golem (servant of NM Alchi Reclaim) at level 50 on the 17th Regrowth 123rd year of Ascendancy at 05:30 |
Primary Stats
Strength | 52 (base 38) |
Dexterity | 19 (base 10) |
Constitution | 55 (base 50) |
Magic | 128 (base 60) |
Willpower | 58 (base 11) |
Cunning | 81 (base 60) |
Resources
Life | 1465/1465 |
Mana | 679/679 |
Positive | 0/177 |
Healing Factor | 1 |
Regeneration | 7.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 13 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 36 |
Accuracy | 45 |
Crit Chance | 56% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Defense: Base
Armour (hardiness) | 29 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 68 |
Mental Save | 41 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Teleport Resistance | 50% |
Stun Resistance | 0% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 13 turns. While Heroism is active, you will only die when reaching -699 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 339 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Ice Core |
talent | Chant of Fortitude |
talent | Acid Infusion |
talent | Secrets of the Eternals |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. * You have upgraded your golem to track your movement speed. The fortress's current energy level is: 146. | 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. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of wight ectoplasm. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Good boots with resists (0 def, 20 armour) Good boots with resists (0 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +20 Fatigue: -5% Effects on melee hit: * 15% chance to blind Changes stats: +1 Mag Changes resistances: +11% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +20% light Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Stamina each turn: +0.90 Maximum life: +42.00 Infravision radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On fingers | Acid Ring Acid RingPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 15% chance to inflict damage reduction Changes stats: +15 Mag / +8 Wil / +8 Cun Changes resistances: +40% acid / +3% nature / +6% darkness Changes resistances penetration: +5% acid Changes damage: +20% acid / +9% darkness Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +43% Maximum life: +50.00 Spellpower: +30 (+7 eff.) Rings can have magical properties. |
Around neck | Balanced necklace Balanced necklacePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Fatigue: -9% Changes stats: +2 Dex / +5 Con Changes resistances: +5% arcane Critical mult.: +16.00% Maximum encumbrance: +30 Physical save: +20 (+5 eff.) Teleport immunity: +50% Life regen: +7.20 Only die when reaching: -60.00 life Maximum life: +90.00 See invisible: +9 It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Main armor | Who needs to survive? (5 def, 0 armour) Who needs to survive? (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+5 eff.) Changes stats: +16 Str / +16 Mag / +15 Wil Changes resistances: +27% lightning / +30% cold / +60% acid Changes damage: +40% lightning / +29% physical / +40% acid / +9% blight / +37% cold / +3% arcane / +10% all Critical mult.: +20.00% Spell save: +10 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Around waist | Dimbraid DimbraidPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +6 Dex / +6 Mag / +7 Wil / +6 Cun / +10 Lck Changes resistances: +6% darkness Changes damage: +18% arcane Grants telepathy: Dragon Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +120 Spell crit. chance: +6% Infravision radius: +6 A belt that goes around your waist. |
On hands | Tracking gloves of Fire (0 def, 9 armour) Tracking gloves of Fire (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +4 (+2 eff.) Armour: +9 Damage (Melee): 12 acid / 15 fire Changes stats: +6 Cun Changes resistances: +9% acid / +9% fire / +15% darkness Changes damage: +9% acid / +44% fire Critical mult.: +3.00% Mental save: +15 (+5 eff.) Stamina each turn: +0.60 Maximum life: +80.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Mana for the win (3 def, 0 armour) Mana for the win (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Effects on melee hit: * 47% chance to corrode armour Damage when hit (Melee): 4 arcane Changes stats: +24 Mag / +14 Wil Changes resistances: +3% darkness Critical mult.: +15.00% Spell save: +15 (+3 eff.) Mana each turn: +3.04 Mana when hit: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +126.00 Spellpower: +22 (+5 eff.) It can be used to activate talent Manaflow, 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 Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
In main hand | Talent masteries bonus? (15.5-17.05 power, 40 apr, nature damage) Talent masteries bonus? (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 9 mind / 10 darkness Changes resistances: +20% nature / +15% mind Changes resistances penetration: +20% nature / +5% fire Changes damage: +9% mind / +9% fire / +10% darkness / +20% nature Talent masteries: +0.40 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Equilibrium when hit: +3.70 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to inflict 129.71 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
Amazing Ring of Everything =Vault= Amazing Ring of Everything =Vault=Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+7 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +29% acid / +30% fire / +30% lightning / +27% cold Changes damage: +9% lightning / +8% all Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +39% Life regen: +6.70 Maximum life: +99.00 Spellpower: +20 (+5 eff.) Mindpower: +18 (+6 eff.) See invisible: +15 Healing mod.: +29% Rings can have magical properties. This item has been sent to the Item's Vault. |
My Alchi Will Love This (30-36 power, 6 apr, acid element) My Alchi Will Love This (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to corrode armour Changes resistances: +9% mind Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +29.00% Life regen: +0.40 Mana each turn: +0.70 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +51 (+11 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Spell crit like crazy (42-50.4 power, 6 apr, lightning element) Spell crit like crazy (42-50.4 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 32 fire Changes stats: +3 Dex / +10 Mag / +8 Cun / +10 Con Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +85.00% Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +45.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +3 See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+6 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
All hits should crit (56-84 power, 4 apr) All hits should crit (56-84 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +52 acid / +8 temporal Burst (radius 1) on hit: +4 mind / +8 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes damage: +12% mind Critical mult.: +28.00% Maximum hate: +4.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Massive two-handed battleaxes. |
The 2H with All Def (76.5-114.75 power, 4 apr) The 2H with All Def (76.5-114.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +4 blight / +28 temporal / +28 nature / +28 light Damage against: +42% Undead When wielded/worn: Changes stats: +5 Mag Changes resistances: +14% all Changes resistances penetration: +17% nature / +10% arcane Changes damage: +3% arcane Spell crit. chance: +1% Massive two-handed battleaxes. |
All living must die (76-114 power, 4 apr) All living must die (76-114 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 38% chance to disease Damage (Melee): +28 darkness / +42 blight / +8 fire / +28 mind Burst (radius 1) on hit: +28 fire Damage against: +28% Living When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 physical Changes stats: +3 Str Reduces incoming crit damage: 17.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
My beauty is Perfect (62-99.2 power, 4 apr) =Vault= My beauty is Perfect (62-99.2 power, 4 apr) =Vault=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 darkness Damage against: +17% Living When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Changes resistances penetration: +21% physical Changes damage: +12% arcane / +21% physical Grants telepathy: Dragon Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Massive two-handed swords. This item has been sent to the Item's Vault. |
The sword of gods (56.5-79.1 power, 6 apr) The sword of gods (56.5-79.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour * 29% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 blight Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +15.0% Physical power: +28 (+10 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +6 Con Changes resistances: +9% mind / +3% acid Changes resistances penetration: +15% physical Changes damage: +12% light Disarm immunity: +35% Sharp, long, and deadly. |
Glitterpeal (16-17.6 power, 40 apr, mind damage) Glitterpeal (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +8 light When wielded/worn: Armour: +4 Changes resistances: +10% nature / +21% blight Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +23 (+5 eff.) Disease immunity: +50% Stun/Freeze immunity: +25% Equilibrium when hit: +2.50 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Huremnir the living mindstar (18.5-20.35 power, 40 apr, mind damage) Huremnir the living mindstar (18.5-20.35 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar hates not to be wrathful. Base power: 18.5 - 20.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +2 Wil / +8 Cun Changes resistances: +12% acid Changes resistances penetration: +15% mind / +14% darkness Changes damage: +36% lightning / +25% darkness / +50% fire / +25% mind / +44% cold Talent masteries: +0.40 Psionic / Focus +0.40 Psionic / Projection Critical mult.: +19.00% Spellpower on spell critical (stacks up to 3 times): +11 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Isariawe the Shinesin (17.5-19.25 power, 40 apr, nature damage) Isariawe the Shinesin (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This harmonious mindstar will complement other natural mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 arcane / 4 light Changes stats: +1 Cun Changes resistances: +10% blight / +9% nature / +3% light Changes resistances penetration: +10% nature / +15% arcane Changes damage: +24% lightning / +19% fire / +20% nature / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Critical mult.: +5.00% Disease immunity: +25% Equilibrium when hit: +2.50 Spellpower: +8 (+2 eff.) Mindpower: +20 (+7 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kindlejam (15.5-17.05 power, 40 apr, mind damage) Kindlejam (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This mindstar absorbs psionic energy that needs to be projected. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical Burst (radius 2) on crit: +4 nature When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +18% lightning / +25% fire / +10% nature / +23% cold Changes resistances penetration: +9% nature Changes damage: +18% acid / +10% nature / +6% light Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Equilibrium when hit: +6.30 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
OMG Cursed goodness (15-16.5 power, 40 apr, nature damage) OMG Cursed goodness (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 40 physical Changes stats: +2 Dex / +1 Mag / +2 Wil Changes resistances: +6% acid / +40% physical / +12% mind Changes resistances penetration: +40% physical Changes damage: +9% acid / +38% physical Disease immunity: +15% Life regen: +2.00 Equilibrium when hit: +2.50 Maximum life: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rotstreak (17-18.7 power, 40 apr, nature damage) Rotstreak (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This honing mindstar will focus other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 47% Damage (Melee): +20 nature When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Cun / +4 Wil Changes resistances: +10% physical / +6% nature / +5% arcane Changes resistances penetration: +15% nature / +9% physical Changes damage: +10% acid / +10% physical / +23% mind / +3% nature Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+4 eff.) Equilibrium when hit: +4.90 Mindpower: +16 (+6 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shadowspike (17-18.7 power, 40 apr, nature damage) Shadowspike (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +10% blight / +20% physical / +6% darkness / +6% light Changes resistances penetration: +20% physical Changes damage: +25% lightning / +20% physical / +9% darkness / +18% fire / +9% nature / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Reduces incoming crit damage: 17.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Poison immunity: +15% Disease immunity: +25% Equilibrium when hit: +2.50 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Who wants to play Cursed? (17-18.7 power, 40 apr, mind damage) Who wants to play Cursed? (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 37 physical Changes stats: +7 Wil Changes resistances: +3% temporal / +40% physical Changes resistances penetration: +38% physical Changes damage: +10% acid / +39% physical Physical save: +8 (+2 eff.) Equilibrium when hit: +2.30 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xanyranor (17-18.7 power, 40 apr, nature damage) Xanyranor (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. The natural wyrm seeks an element. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 9 physical / 10 cold / 10 acid / 9 fire Changes resistances: +8% lightning / +10% physical / +10% cold / +10% fire / +6% nature / +10% acid Changes damage: +25% mind Reduces incoming crit damage: 17.00% Spell save: +6 (+1 eff.) Cut immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +15% Teleport immunity: +10% Life regen: +4.00 Maximum life: +100.00 Mindpower: +16 (+6 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Physical Shield of Hardiness Reborn (12 def, 18 armour, 201.5 block) =Vault= Physical Shield of Hardiness Reborn (12 def, 18 armour, 201.5 block) =Vault=Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+8 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 18 nature / 20 ice Changes resistances: +30% lightning / +20% physical / +23% blight / +19% nature / +5% arcane Talent granted: +5 Block Spell save: +10 (+2 eff.) Mental save: +3 (+1 eff.) Cut immunity: +5% Confusion immunity: +15% Maximum life: +110.00 Handheld deflection devices. |
Warded Shield of Infinite Wardery (12 def, 3 armour, 200 block) Warded Shield of Infinite Wardery (12 def, 3 armour, 200 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+8 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Changes stats: +2 Str / +2 Wil Changes resistances: +60% lightning / +18% blight Maximum wards: +12 lightning / +12 temporal / +9 blight / +12 fire / +12 cold Talents granted: +2 Ward +5 Block Light radius: +2 Infravision radius: +2 Handheld deflection devices. |
fortifying dwarven-steel mail armour of command (9 def, 13 armour) =pour oozie= fortifying dwarven-steel mail armour of command (9 def, 13 armour) =pour oozie=Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+7 eff.) Fatigue: +16% Changes stats: +3 Str / +4 Cun / +4 Con Mental save: +15 (+5 eff.) Maximum life: +54.00 A suit of armour made of mail. This item has been sent to the Item's Vault. |
Ulfozor the voratun plate armour (9 def, 16 armour) Ulfozor the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +16 Defense: +9 (+7 eff.) Fatigue: +26% Damage when hit (Melee): 4 mind Changes stats: +3 Str / +6 Con Changes resistances: +13% acid / +25% physical / +14% lightning / +13% cold / +15% fire / +30% temporal Changes resistances penetration: +10% physical Talent cooldown: Rush (-5 turns) Physical save: +24 (+6 eff.) Disarm immunity: +40% Stun/Freeze immunity: +35% Knockback immunity: +38% Life regen: +3.60 Psi when hit: +0.12 Only die when reaching: -95.00 life Maximum life: +90.00 Healing mod.: +30% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Awesome for Sun Paladin Awesome for Sun PaladinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +12 Dex / +11 Cun / +10 Lck Changes resistances: +15% lightning / +15% temporal / +3% mind / +15% light Changes resistances penetration: +10% light / +20% physical Changes damage: +24% physical Trap disarming bonus: +29 Stealth bonus: +15 Mental crit. chance: +15% Light radius: +2 Infravision radius: +6 A belt that goes around your waist. |
Godly Raw Stats =Vault= Godly Raw Stats =Vault=Requires: - Level 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Mag / +5 Wil / +4 Con Critical mult.: +3.00% Physical save: +56 (+14 eff.) Life regen: +0.40 Only die when reaching: -80.00 life Maximum life: +130.00 Maximum mana: +62.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +39.00 Spell crit. chance: +5% Mindpower: +21 (+7 eff.) Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. This item has been sent to the Item's Vault. |
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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+7 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+7 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
76 alchemist aquamarine 76 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
159 alchemist garnet 159 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
43 alchemist jade 43 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
Pen all deep Pen all deepPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +22 Physical power: +4 (+2 eff.) Changes stats: +2 Con Changes resistances: +10% cold / +10% temporal Changes resistances penetration: +15% all Changes damage: +3% blight Critical mult.: +6.00% Physical save: +10 (+2 eff.) Mental save: +26 (+9 eff.) Mindpower: +11 (+4 eff.) Mental crit. chance: +12% Light radius: +6 See stealth: +25 See invisible: +17 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (115 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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 298/400. 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. |
Best Warded Mindblast Ever [power 513] (11 cooldown) Best Warded Mindblast Ever [power 513] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature / 8 temporal Changes stats: +2 Cun / +2 Dex Maximum wards: +6 physical / +10 mind / +10 darkness Changes resistances penetration: +15% temporal Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +2 Ward Reduces incoming crit damage: 15.00% It can be used to fire a blast of psionic energies in a range 8 beam dealing 282.15 to 564.30 mind damage, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Lisothra [power 377] (57 cooldown) Lisothra [power 377] (57 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 8 arcane Changes stats: +3 Wil Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +10% blight Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +5 Silence Spell save: +29 (+7 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 377 for 7 turns, putting all charms on cooldown for 57 turns. Torques are made by powerful psionics to store psionic powers. |
Bareyon [power 67] (20 cooldown) Bareyon [power 67] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +1 Str / +3 Con Changes resistances: +9% acid / +9% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +15 Lay Web Physical save: +3 (+0 eff.) Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
One Punch Wand [power 1357] (23 cooldown) One Punch Wand [power 1357] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +9% arcane Talent granted: +5 Volcano Spell save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 It can be used to fire a bolt of a random element with (base) damage 678 to 1357, putting all charms on cooldown for 23 turns. When used: 100% chance to regenerate 28 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silessra the Duskpain [power 14] (6 cooldown) Silessra the Duskpain [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str / +2 Dex Changes resistances penetration: +15% darkness / +10% physical Changes damage: +9% darkness Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +4 Strike +5 Volcano Maximum life: +10.00 Maximum vim: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 99 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By NM Alchi Reclaim the Shalore Alchemist level 50
55th Regrowth 123rd year of Ascendancy at 01:50 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
37th Regrowth 123rd year of Ascendancy at 03:55 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
31st Regrowth 123rd year of Ascendancy at 02:40 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
18th Haze 122nd year of Ascendancy at 18:06 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
9th Mirth 122nd year of Ascendancy at 00:32 see stats
By NM Alchi Reclaim the Shalore Alchemist level 10
78th Pyre 122nd year of Ascendancy at 05:37 see stats
By NM Alchi Reclaim the Shalore Alchemist level 20
78th Pyre 122nd year of Ascendancy at 08:51 see stats
By NM Alchi Reclaim the Shalore Alchemist level 30
79th Pyre 122nd year of Ascendancy at 03:16 see stats
By NM Alchi Reclaim the Shalore Alchemist level 40
1st Mirth 122nd year of Ascendancy at 12:07 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
1st Mirth 122nd year of Ascendancy at 20:40 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
25th Dusk 122nd year of Ascendancy at 15:23 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
37th Regrowth 123rd year of Ascendancy at 03:54 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
2nd Dusk 122nd year of Ascendancy at 15:26 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
43rd Regrowth 123rd year of Ascendancy at 14:14 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
31st Regrowth 123rd year of Ascendancy at 02:40 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
15th Regrowth 123rd year of Ascendancy at 05:58 see stats
By NM Alchi Reclaim the Shalore Alchemist level 50
54th Regrowth 123rd year of Ascendancy at 09:41 see stats
Log
Server said: too many entities stored
Saving done.
Saving game...
You transfer Godly Raw Stats =Vault= from the online item's vault.
Saving done.
Saving game...
You transfer Amazing Ring of Everything =Vault= from the online item's vault.
Saving done.
Saving game...
You transfer My beauty is Perfect (62-99.2 power, 4 apr) =Vault= from the online item's vault.
Saving done.
Saving game...
You transfer Ulfozor the voratun plate armour (9 def, 16 armour) from the online item's vault.
Saving done.
You transfer Bahad the Filthraider (17.5-19.25 power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Grinuthel (17-18.7 power, 40 apr, mind damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer First great one after 20 games... (18-19.8 power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
NM Alchi Reclaim deactivates Chant of Fortitude.
NM Alchi Reclaim deactivates Secrets of the Eternals.
NM Alchi Reclaim deactivates Acid Infusion.
NM Alchi Reclaim deactivates Ice Core.