










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: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. 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. 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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 Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. 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 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. 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 | Madness Roguelike |
Sex | Male |
Race | Sholtar |
Class | Adventurer |
Level / Exp | 24 / 18% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 61 (base 16) |
Dexterity | 38 (base 14) |
Constitution | 37 (base 16) |
Magic | 59 (base 54) |
Willpower | 71 (base 54) |
Cunning | 67 (base 54) |
Resources
Mana | 450/454 |
Equilibrium | 36 |
Life | 480/484 |
Psi | 80/81 |
Stamina | 303/305 |
Hate | 94/100 |
Healing Factor | 1.5776513351327 |
Regeneration | 18.10059093365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 51 |
Accuracy | 29 |
Crit Chance | 21% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 29 |
Crit Chance | 21% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Nature | +5% |
Arcane | +9% |
Acid | +67% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Arcane | +15% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 26.868648227694 (40.377358490566%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 42 |
Mental Save | 41 |
Defense: Resistances
Acid | + 66%( 66%) |
Blight | + 27%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 39%( 70%) |
All | + 8%( 70%) |
Temporal | + 11%( 70%) |
Sound | + 11%( 70%) |
Mind | + 14%( 70%) |
Physical | + 16%( 76%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 80% |
Fear Resistance | 60% |
Poison Resistance | 35% |
Blind Resistance | 21% |
Silence Resistance | 5% |
Teleport Resistance | 26% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Acid alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Terramorphism | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 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 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Sholtar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
talent | Aura of Protection |
talent | Mitosis |
talent | Kinetic Shield |
talent | Lacerating Strikes |
talent | Psiblades |
talent | Earthen Body |
talent | Charged Shield |
talent | Steelskin |
talent | Augmentation |
talent | Acid Infusion |
talent | Forge Shield |
talent | Deflection |
talent | Gloom |
talent | Genius Loci |
talent | Beyond the Flesh |
beneficial effect | The target stands strong, increasing all resistances by 1.0% and resistance caps by 0.2%. Eternal Warrior |
beneficial effect | Absorbs 25 damage from the next blockable attack. Currently Blocking: Physical. Forge Shield |
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 failed to protect the lost warrior from death by Acid God. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Acid God. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the wandering musician from death by Acid God. Escort: wandering musician (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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: * You've found the needed warg claw. * You've found the needed honey tree root. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed minotaur nose. * You've found the needed length of troll intestine. | active |
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 within10 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Acidfire (5% chance level 2). When wielded/worn: Critical mult.: +5.00% Poison immunity: +15% Silence immunity: +5% Confusion immunity: +20% Mental crit. chance: +4% Massive two-handed swords. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +20% arcane Changes resistances penetration: +10% acid / +15% arcane Changes damage: +6% acid / +3% arcane Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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 hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +3% acid / +6% arcane Blindness immunity: +21% Spellpower: +12 (+4 eff.) Mindpower: +14 (+3 eff.) Infravision radius: +4 See stealth: +6 See invisible: +7 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Physical save: +8 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 59% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +25% lightning Changes damage: +12% lightning Life regen: +0.60 Maximum life: +14.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% 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. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 59% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Sun Flare (5% chance level 1). When wielded/worn: Damage when hit (Melee): 3 sound Changes resistances: +3% sound / +3% temporal / +6% mind Stun/Freeze immunity: +20% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +13% cold 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: Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +19% acid Changes damage: +13% acid Mana each turn: +0.15 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() biting gale rune of the sneak (113 cold damage; freeze 3 turns with power 54) 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 113.40 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 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
![]() manasurge rune of the duelist (854% regen over 10 turns; 43 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 854% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() insulating steel amulet Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% fire / +13% cold Amulets can have magical properties. |
![]() Lisosevena the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +5 Wil / +5 Cun / +1 Con Talent mastery: +0.40 Wild-gift / Earthen vines Mindpower: +6 (+1 eff.) Light radius: +3 Movement speed: +10% Rings can have magical properties. |
![]() steel battleaxe (22.5-33.75 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
![]() balanced dwarven-steel dagger (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +4 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
![]() balanced dwarven-steel dagger (21-27.3 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +4 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
![]() dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal This is a bardic weapon. Sharp, short and deadly. |
![]() thought-forged dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind This is a bardic weapon. When wielded/worn: Changes stats: +2 Cun / +3 Wil Sharp, short and deadly. |
![]() iron greatsword 'Obsidiancut' (17-27.2 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn * 40% chance to inflict 15% damage reduction On weapon crit: * burns latent spell energy Damage (Melee): +16 darkness Burst (radius 1) on hit: +12 darkness When wielded/worn: Changes resistances penetration: +5% darkness Critical mult.: +5.00% Maximum psi: +20.00 Massive two-handed swords. |
![]() Sunwild (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 light When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Sharp, long, and deadly. |
![]() insidious steel longsword (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 insidious poison Sharp, long, and deadly. |
![]() insidious steel longsword of erosion (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 insidious poison / +5 temporal / +8 nature Sharp, long, and deadly. |
![]() Xodherin the iron mace (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +2 Cun / +2 Wil Changes resistances: +9% light / +12% acid Changes damage: +6% acid Blunt and deadly. |
![]() dwarven-steel rapier 'Phlegmwinnow' (21-29.4 power, 5 apr) Requires: - Cunning 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 3 Base power: 21.0 - 29.4 Uses stat: 84% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +7 mind / +12 nature This is a bardic weapon. When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 4 nature Changes stats: +2 Wil / +3 Cun / +4 Con Changes resistances penetration: +8% physical Changes damage: +9% temporal Disarm immunity: +45% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() Cuthegar (15-18 power, 3 apr, cold element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +14.0% Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +23.00% Maximum hate: +2.00 Maximum psi: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mental crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 94.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Islotha the Umbraking (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 20 darkness Changes damage: +3% darkness / +10% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning One-handed war axes. |
![]() hateful cured leather whip (12-13.2 power, 3 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 12.0 - 13.2 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 125% Damage (Melee): +8 darkness Damage against: +6% Living Sharp, long and deadly. |
![]() focusing woollen robe (0 def, 0 armour) Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Mana each turn: +0.11 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of rough leather boots 'Flashbraze' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances penetration: +15% mind Changes damage: +30% mind Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
![]() dwarven-steel gauntlets 'Aeruthra' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +2 Str / +6 Mag / +10 Wil / +3 Con Changes resistances: +5% arcane Physical save: +15 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Maximum mana: +40.00 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane / +12 physical Talent on hit(spell): Bone Spear (5% chance level 1). Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() linen wizard hat 'Dourspar' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +22% acid / +9% darkness Changes damage: +14% acid Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 A pointy cloth hat, very wizardly... |
![]() miner's iron helm of the depths (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Eclipselace (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 darkness Changes resistances: +6% blight / +18% fire Changes resistances penetration: +15% darkness Changes damage: +6% darkness Spell save: +30 (+10 eff.) A suit of armour made of mail. |
![]() hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +15% fire A suit of armour made of leather. |
![]() hardened leather armour of sound resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +15% sound A suit of armour made of leather. |
![]() rejuvenating cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +11 (+5 eff.) Life regen: +2.40 Stamina each turn: +0.60 A suit of armour made of leather. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
This item will automatically be transmogrified when you leave the level. Smolderransom (9-10.8 power, 2 apr, physical damage)Smolderransom (9-10.8 power, 2 apr, physical damage) Requires: - Cunning 11 - Dexterity 9 Infused by nature 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 9.0 - 10.8 Uses stat: 78% Cun Damage type: Physical Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal / +6 nature / +12 fire Burst (radius 1) on hit: +20 fire This instrument will act as a bashing device. When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +4% sound Changes damage: +6% fire Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Talent on hit(nature): Mana Clash (5% chance level 2). Blunt, short and deadly. Doubles as a woodwind instrument. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. acidic elm lyre (10-13 power, 2 apr, sound damage)acidic elm lyre (10-13 power, 2 apr, sound damage) Requires: - Cunning 11 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 10.0 - 13.0 Uses stat: 84% Cun Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid This instrument will act as a bashing device. When wielded/worn: Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() Glubreta the Hellsmonster (20/20, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +16 insidious poison / +16 fire Burst (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
![]() sonic pouch of steel shots (20/20, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Burst (radius 1) on hit: +12 sound Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Con Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +2 Lay Web +1 Rushing Claws Stamina each turn: +0.20 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Acid God the Sholtar Adventurer level 8
2nd Mirth 122nd year of Ascendancy at 20:09 see stats
By Acid God the Sholtar Adventurer level 10
2nd Flare 122nd year of Ascendancy at 05:55 see stats
By Acid God the Sholtar Adventurer level 20
40th Dusk 122nd year of Ascendancy at 23:48 see stats
By Acid God the Sholtar Adventurer level 20
41st Dusk 122nd year of Ascendancy at 04:21 see stats
By Acid God the Sholtar Adventurer level 12
3rd Flare 122nd year of Ascendancy at 07:58 see stats
By Acid God the Sholtar Adventurer level 9
1st Summertide 122nd year of Ascendancy at 05:04 see stats
By Acid God the Sholtar Adventurer level 8
9th Mirth 122nd year of Ascendancy at 22:36 see stats
By Acid God the Sholtar Adventurer level 22
50th Dusk 122nd year of Ascendancy at 02:30 see stats
Log
Acid God activates Psiblades.
Acid God deactivates Mitosis.
Acid God activates Mitosis.
Acid God deactivates Steelskin.
Acid God activates Steelskin.
Acid God deactivates Augmentation.
Acid God activates Augmentation.
Acid God deactivates Acid Infusion.
Acid God activates Acid Infusion.
Acid God deactivates Forge Shield.
Acid God activates Forge Shield.
Acid God deactivates Gloom.
Acid God activates Gloom.
Acid God deactivates Beyond the Flesh.
Acid God activates Beyond the Flesh.
Acid God deactivates Forge Shield.
Acid God deactivates Augmentation.
Acid God deactivates Beyond the Flesh.
Acid God deactivates Kinetic Shield.
Acid God deactivates Steelskin.
Acid God deactivates Genius Loci.
Acid God deactivates Mitosis.
Acid God deactivates Aura of Protection.
Acid God deactivates Gloom.
Acid God deactivates Lacerating Strikes.
Acid God deactivates Earthen Body.
Acid God deactivates Deflection.
Acid God deactivates Psiblades.
Acid God deactivates Acid Infusion.
Acid God deactivates Charged Shield.