










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Extra Dungeons 1.5.5In 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: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Possessor Bonus Class 1.5.4Donators/Buyers bonus! Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Zephyr 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Harbinger 1.5.5 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Deathsire |
Class | Adventurer |
Level / Exp | 39 / 5% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 46 (base 14) |
Constitution | 47 (base 29) |
Magic | 92 (base 60) |
Willpower | 93 (base 60) |
Cunning | 100 (base 60) |
Resources
Mana | 113/113 |
Negative | 129/149 |
Hate | 87/100 |
Life | 841/861 |
Psi | 133/133 |
Stamina | 344/344 |
Soul | 10/10 |
Healing Factor | 1.3121878295286 |
Regeneration | 4.3958292289209 |
Speed
Mental | +20.46199386531% |
Attack | 0% |
Movement | +50.314613611205% |
Spell | +34.704115482886% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 29.94 |
See Invisible | 59.94 |
ESP Range | 10 |
ESP Kinds | horror |
Offense: Mainhand
Damage | 161 |
Accuracy | 62 |
Crit Chance | 35% |
APR | 18 |
Speed | 0.83 |
Offense: Offhand
Damage | 70 |
Accuracy | 62 |
Crit Chance | 37% |
APR | 23 |
Speed | 0.83 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 36% |
Speed | 0.742367815872 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Lightning | +9% |
Cold | +78% |
Darkness | +80% |
Blight | +6% |
Arcane | +12% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +98% |
Temporal | +5% |
Blight | +5% |
Mind | +10% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 38.962538853685 (89.117647058824%) |
Defense | 64 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 46 |
Mental Save | 51 |
Defense: Resistances
Acid | + 16%( 85%) |
Blight | + 32%( 85%) |
Arcane | + 15%( 85%) |
Cold | + 85%( 85%) |
All | + 10%( 85%) |
Darkness | + 85%( 85%) |
Temporal | + 45%( 85%) |
Physical | + 40%( 85%) |
Mind | + 13%( 85%) |
Fire | + 8%( 85%) |
Lightning | + 16%( 85%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 10% |
Bleed Resistance | 100% |
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Dexterity stat. |
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 358 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1558% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 30) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Desecration | 1.70 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Spell / Necrotic might | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Soul | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Umbra | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Squire | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Spell / Undeath | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Reaping | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Soulforge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Night | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Dark sustenance | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat Casting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Deathsire | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
talent | Eldritch Combat |
talent | Shadow Combat |
talent | Spirit Feed |
talent | Forge Shield |
talent | Deflection |
talent | Eldritch Aura |
talent | Hymn Nocturnalist |
talent | Disciple of Dusk |
talent | Shadow Feed |
talent | Ice Core |
talent | Frost Infusion |
talent | Umbral Soul |
talent | Soul Link |
talent | Shadow of Death |
talent | Vampiric Gift |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Squire: Melee |
talent | Frostdusk |
talent | Hymn of Shadows |
beneficial effect | Prevents the target from dying until they fall below -394 life. Soul Fragment |
beneficial effect | Improves/gives the ability to see invisible and stealthed creatures (power 30). Sense Hidden |
beneficial effect | You can sense the presence of all horror around you. Receptive Mind |
beneficial effect | Next spell gains additional effects. Soulforge |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by tormentor. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 230. | 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. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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. 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 length of troll intestine. * You've found the needed skeleton mage skull. | 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 within3 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+5 eff.) Fatigue: -4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 4 fire Damage when hit (Melee): 16 fire Changes stats: +4 Mag / +4 Wil Changes resistances: +9% darkness / +3% fire Stealth bonus: +10 Maximum encumbrance: +42 Physical save: +15 (+4 eff.) Activating this item is instant. It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 18 turns. A pair of boots made of leather. |
Light source | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +3% physical / +3% darkness Blindness immunity: +10% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +10 (+3 eff.) Armour: +3 Defense: +16 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes damage: +9% physical Reduces incoming crit damage: 15.00% Light radius: +2 See invisible: +18 A cap made of leather. |
On hands | ![]() Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +2 Damage (Melee): 13 darkness Damage when hit (Melee): 16 physical Changes stats: +5 Dex / +3 Con Changes resistances: +10% darkness Changes damage: +6% darkness / +6% blight When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 18% Dex, 40% Cun, 80% Mag, 18% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 6% chance to inflict 15% damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to inflict 15% damage reduction Damage (Melee): 12 darkness Damage when hit (Melee): 16 blight Changes stats: +2 Str Changes resistances: +18% blight Changes resistances penetration: +5% blight Changes damage: +6% darkness Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 16 fire Changes stats: +2 Wil / +2 Mag Changes resistances: +22% cold Changes damage: +6% fire / +11% cold Infravision radius: +2 See invisible: +12 Rings can have magical properties. |
On fingers | ![]() Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 49 light / 32 arcane Effects on ranged hit: * 31% chance to blind Damage (Ranged): 50 light Damage when hit (Melee): 4 arcane Changes stats: +10 Cun / +4 Dex Changes resistances: +6% arcane / +3% fire Changes damage: +6% arcane / +3% fire Physical save: +18 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +18 (+6 eff.) Rings can have magical properties. |
Around neck | ![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 16 lightning Changes stats: +8 Dex / +9 Wil / +9 Cun / +8 Con Changes damage: +9% lightning Critical mult.: +10.00% Mental save: +9 (+3 eff.) Life regen: +1.30 Stamina each turn: +0.70 Psi when hit: +0.12 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target When wielded/worn: Armour penetration: +5 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +3% physical Changes resistances penetration: +10% mind / +13% darkness Maximum stamina: +10.00 Talent on hit(nature): Flamespit (10% chance level 1). Sharp, long, and deadly. |
Around waist | ![]() Requires: Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +7% acid / +9% temporal / +7% cold / +7% fire / +3% mind / +7% lightning Changes resistances penetration: +5% temporal Life regen: +1.80 Spell crit. chance: +4% Healing mod.: +12% A belt that goes around your waist. |
In off hand | ![]() Requires: - Magic 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 20% Dex, 100% Mag, 20% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 306.44 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage (Melee): 8 blight Damage when hit (Melee): 8 blight Changes stats: +7 Wil Changes damage: +6% arcane Physical save: +9 (+2 eff.) Mana each turn: +0.24 Spellpower: +10 (+3 eff.) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns, costing 36 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 314.93 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 56 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 363.27 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 63 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 359 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 491 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 138 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 blight Changes stats: +3 Mag Changes resistances: +25% fire / +25% cold Changes resistances penetration: +15% blight Spell save: +19 (+6 eff.) Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Talent on hit(spell): Dust to Dust (5% chance level 1). Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 8 fire Changes stats: +6 Wil Changes resistances: +15% fire / +25% temporal Changes resistances penetration: +20% fire Changes damage: +6% fire Talent mastery: +0.40 Spell / Shades Mental save: +15 (+5 eff.) Confusion immunity: +19% Pinning immunity: +39% Knockback immunity: +42% Mindpower: +13 (+4 eff.) Amulets can have magical properties. |
![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 16 lightning / 8 arcane Damage when hit (Melee): 20 arcane Changes resistances: +18% arcane / +21% lightning Changes damage: +6% arcane Disarm immunity: +42% Pinning immunity: +43% Knockback immunity: +42% Maximum life: +41.00 Rings can have magical properties. |
![]() mule's gold ring of frost (+30%) Requires: Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +30% cold Changes damage: +15% cold Maximum encumbrance: +26 Rings can have magical properties. |
![]() Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 130% Mag, 59% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() mighty yew longbow of acid Requires: - Magic 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 acid When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Str Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() acidic stralite longsword (36.5-51.1 power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stats: 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Sharp, long, and deadly. |
![]() Beligalle the Corpseschism (18-25.2 power, 4 apr) Requires: - Magic 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stats: 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn * Slows global speed by 9% * 20% chance to corrode armour by 30% Damage (Melee): +15 insidious poison Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +5% lightning / +5% acid Talent on hit(mindpower): Slime Spit (5% chance level 1). One-handed war axes. |
![]() Requires: Powered 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 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Str / +3 Dex / +2 Con See invisible: +3 Movement speed: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +3 (+0 eff.) Changes stats: +6 Dex / +2 Con Changes resistances: +36% acid / +18% physical / +14% fire / +18% cold Changes damage: +10% acid / +9% physical / +11% fire / +13% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +36 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +5% Changes stats: +5 Con Life regen: +2.80 Stamina each turn: +1.40 Maximum stamina: +28.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 18% Str, 80% Mag, 18% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +4 light Burst (radius 2) on crit: +12 light Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +15 Damage (Melee): 12 physical Changes stats: +6 Cun / +7 Dex Changes resistances penetration: +5% temporal Changes damage: +8% physical Mental save: +14 (+5 eff.) Psi when firing a critical mind attack: +1.00 Maximum life: +58.00 Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Cun, 18% Str, 80% Mag, 18% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +8 temporal / +13 physical It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 20 nature Changes stats: +4 Con Changes resistances: +18% nature Changes damage: +21% darkness A cap made of leather. |
![]() spiked dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Magic 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes resistances: +18% cold A suit of armour made of mail. |
![]() Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+3 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 9 power out of 12/12) : Effective talent level: 7.5 Power cost: 9 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 335.37 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() rejuvenating rough leather armour of clarity (1 def, 2 armour) Requires: - Magic 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% mind Mental save: +10 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of leather. |
![]() spiked hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Magic 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +17% cold A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Requires: - Magic 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stats: 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +147 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +19% lightning Talent granted: +4 Block Handheld deflection devices. |
![]() Requires: - Magic 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stats: 100% Mag, 45% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +192 Damage (Melee): +24 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +28% lightning Grants telepathy: Humanoid/Orc Talent granted: +5 Block Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Handheld deflection devices. |
![]() insidious quiver of yew arrows of accuracy (18/19, 37-51.8 power, 10 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.0 - 51.8 Uses stats: 32% Dex, 120% Mag, 23% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Damage (Ranged): +29 insidious poison Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 20 lightning Changes resistances penetration: +25% lightning Changes damage: +12% darkness / +9% lightning Mental save: +11 (+4 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 146 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage (Melee): 24 blight Changes resistances: +30% acid Changes resistances penetration: +25% acid Changes damage: +12% blight It can be used to heal a target within range 9 (based on Willpower) for 192, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
Achievements
By Souldrinker Slayer the Deathsire Adventurer level 23
14th Dusk 122nd year of Ascendancy at 07:46 see stats
By Souldrinker Slayer the Deathsire Adventurer level 7
5th Mirth 122nd year of Ascendancy at 02:34 see stats
By Souldrinker Slayer the Deathsire Adventurer level 37
75th Dusk 122nd year of Ascendancy at 20:41 see stats
By Souldrinker Slayer the Deathsire Adventurer level 22
9th Dusk 122nd year of Ascendancy at 22:55 see stats
By Souldrinker Slayer the Deathsire Adventurer level 10
4th Flare 122nd year of Ascendancy at 20:15 see stats
By Souldrinker Slayer the Deathsire Adventurer level 20
8th Dusk 122nd year of Ascendancy at 22:42 see stats
By Souldrinker Slayer the Deathsire Adventurer level 30
60th Dusk 122nd year of Ascendancy at 04:53 see stats
By Souldrinker Slayer the Deathsire Adventurer level 23
13rd Dusk 122nd year of Ascendancy at 06:30 see stats
By Souldrinker Slayer the Deathsire Adventurer level 24
53rd Dusk 122nd year of Ascendancy at 01:57 see stats
By Souldrinker Slayer the Deathsire Adventurer level 23
13rd Dusk 122nd year of Ascendancy at 07:28 see stats
By Souldrinker Slayer the Deathsire Adventurer level 26
59th Dusk 122nd year of Ascendancy at 00:16 see stats
By Souldrinker Slayer the Deathsire Adventurer level 8
2nd Flare 122nd year of Ascendancy at 17:25 see stats
By Souldrinker Slayer the Deathsire Adventurer level 23
14th Dusk 122nd year of Ascendancy at 07:46 see stats
By Souldrinker Slayer the Deathsire Adventurer level 8
1st Summertide 122nd year of Ascendancy at 03:04 see stats
By Souldrinker Slayer the Deathsire Adventurer level 23
14th Dusk 122nd year of Ascendancy at 07:46 see stats
By Souldrinker Slayer the Deathsire Adventurer level 8
2nd Summertide 122nd year of Ascendancy at 23:23 see stats
By Souldrinker Slayer the Deathsire Adventurer level 28
59th Dusk 122nd year of Ascendancy at 16:50 see stats
By Souldrinker Slayer the Deathsire Adventurer level 15
5th Dusk 122nd year of Ascendancy at 17:06 see stats
Log
Souldrinker Slayer activates Will o' the Wisp.
Souldrinker Slayer deactivates Ice Core.
Souldrinker Slayer activates Ice Core.
Souldrinker Slayer deactivates Shadow Feed.
Souldrinker Slayer activates Shadow Feed.
Souldrinker Slayer deactivates Hymn of Shadows.
Souldrinker Slayer activates Hymn of Shadows.
Souldrinker Slayer deactivates Hymn of Shadows.
Souldrinker Slayer activates Hymn of Shadows.
Souldrinker Slayer deactivates Disciple of Dusk.
Souldrinker Slayer deactivates Shadow of Death.
Souldrinker Slayer deactivates Frost Infusion.
Souldrinker Slayer deactivates Forge Shield.
Souldrinker Slayer deactivates Ice Core.
Souldrinker Slayer deactivates Deflection.
Souldrinker Slayer deactivates Squire: Melee.
Souldrinker Slayer deactivates Will o' the Wisp.
Souldrinker Slayer deactivates Frostdusk.
Souldrinker Slayer's eyes tingle no more.
Souldrinker Slayer deactivates Soul Link.
Souldrinker Slayer deactivates Hymn of Shadows.
Souldrinker Slayer deactivates Shadow Feed.
Souldrinker Slayer deactivates Umbral Soul.
Souldrinker Slayer deactivates Necrotic Aura.
Souldrinker Slayer deactivates Shadow Combat.
Souldrinker Slayer deactivates Spirit Feed.
Souldrinker Slayer deactivates Eldritch Aura.
Souldrinker Slayer deactivates Vampiric Gift.
Souldrinker Slayer deactivates Eldritch Combat.
Souldrinker Slayer deactivates Hymn Nocturnalist.