Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.4.8In 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.4.8Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. The Auto Archer (Auto Shooter) 1.1.5Takes out the boring grinding fingerwork of archer gameplay with a single keystroke. This addon automatically walks toward visible enemies, uses your archer talents (or basic shoot skill), reloads your bow mid-fight, or autoexplores when nobody is around. Sit back and enjoy the magic of The Auto Archer. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 59599% |
Size | medium |
Lifes / Deaths | Killed by Doomed Shade of karon at level 50 on the 41st Regrowth 124th year of Ascendancy at 04:12 / 1 |
Primary Stats
Strength | 961 (base 60) |
Dexterity | 962 (base 60) |
Constitution | 966 (base 60) |
Magic | 963 (base 60) |
Willpower | 964 (base 60) |
Cunning | 965 (base 60) |
Resources
Life | -34947/171827 |
Stamina | 1720/1720 |
Psi_feedback | 735/735 |
Healing Factor | 1.18 |
Regeneration | 12228.326665133 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +441% |
Spell | +200% |
Global | +355.64814814815% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 8564 |
Accuracy | 490 |
Crit Chance | 540% |
APR | 54 |
Speed | 0.33 |
Offense: Spell
Spellpower | 107.5 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 225 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +100% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 1159.85 (100%) |
Defense | 115 |
Ranged Defense | 115 |
Fatigue | 26 |
Physical Save | 233 |
Spell Save | 393 |
Mental Save | 234 |
Defense: Resistances
All | +100%(100%) |
Defense: Immunities
Stun Resistance | 59% |
Bleed Resistance | 10% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 5% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Berserker's strength | 4.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 13.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 20.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 58.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 7.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 14.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 105.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.40 |
| 6/50 |
| 12/50 |
| 2/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Technique / Field control | 7.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 23.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 39%, life regeneration by 103.60, and stamina regeneration by 20.72. Bloodbath |
beneficial effect | The target is recovering 6666 life each turn. Recovery |
beneficial effect | The target is near a spellblaze scar, granting +25% spell critical chance, +10% fire and blight damage but critical spells will drain arcane forces. Spellblaze Scar |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Arolrama the ghoul. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 4 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 |
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 unlocked the training room. * 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: 1097. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Salyldawe the pair of drakeskin leather boots (0 def, 17 armour) Salyldawe the pair of drakeskin leather boots (0 def, 17 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Changes resistances: +11% acid / +6% light / +9% fire / +15% lightning / +18% cold Changes damage: +3% acid Stun/Freeze immunity: +10% Life regen: +4.70 Stamina each turn: +0.90 Maximum stamina: +29.00 Healing mod.: +18% A pair of boots made of leather. |
Quiver | Tempestbutcher the pouch of voratun shots (22/22, 63.5-76.2 power, 6 apr) Tempestbutcher the pouch of voratun shots (22/22, 63.5-76.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 40% chance to daze * 20% chance to torment the target Damage (Ranged): +8 lightning / +12 mind / +12 darkness Burst (radius 1) on hit: +8 lightning / +18 fire Burst (radius 2) on crit: +4 lightning Shots are used with slings to pummel your foes to death. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Barohek (7 def, 13 armour) Barohek (7 def, 13 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +5 Cun / +15 Wil Changes resistances: +21% blight / +3% mind / +7% all Grants telepathy: Dragon Physical save: +15 (+1 eff.) Mental save: +43 (+3 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tempestclash the voratun pickaxe (dig speed 8 turns) Tempestclash the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 30% chance to daze Changes stats: +7 Str Reduces incoming crit damage: 5.00% Maximum life: +30.00 Maximum stamina: +22.00 Light radius: +3 Infravision radius: +1 See invisible: +12 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 29.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +334 accuracy and allowing you to attack creatures you cannot see without penalty for the next 15 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Velevena VelevenaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+3 eff.) Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +9 Cun Changes resistances: +6% mind Changes damage: +6% mind Cut immunity: +10% Silence immunity: +5% Pinning immunity: +20% Stun/Freeze immunity: +49% Life regen: +4.80 Rings can have magical properties. |
Around waist | Umbramonster the drakeskin leather belt Umbramonster the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +6 Cun / +7 Lck Changes resistances: +13% fire / +3% blight / +13% cold / +6% mind / +5% arcane Changes resistances penetration: +10% darkness Trap disarming bonus: +30 Stealth bonus: +29 Infravision radius: +5 A belt that goes around your waist. |
In main hand | Beeleg (87.5-131.25 power, 4 apr) Beeleg (87.5-131.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.5 - 131.3 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +4 mind Burst (radius 2) on crit: +14 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Changes resistances: +3% lightning / +6% temporal / +6% light / +3% cold / +3% nature Changes resistances penetration: +17% fire Critical mult.: +20.00% Global speed: +7% Massive two-handed mauls. |
On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Main armor | Unroraldir the Murkfoe (13 def, 12 armour) Unroraldir the Murkfoe (13 def, 12 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +13 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Cun Changes resistances: +7% mind / +18% cold Changes damage: +6% arcane / +9% darkness Mental save: +25 (+2 eff.) A suit of armour made of mail. |
Cloak | elven-silk cloak 'Obsidianwyrd' (13 def, 11 armour) elven-silk cloak 'Obsidianwyrd' (13 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +15% acid / +25% darkness / +30% cold / +25% fire / +25% light Changes resistances penetration: +30% fire / +25% darkness / +10% arcane Changes damage: +30% darkness / +3% acid Stealth bonus: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cinderwoe the voratun amulet Cinderwoe the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 blight Changes stats: +6 Str / +10 Dex / +10 Wil / +5 Con Changes resistances penetration: +20% blight Changes damage: +15% fire Talent mastery: +0.40 Technique / Shield defense Critical mult.: +5.00% Physical save: +19 (+1 eff.) Life regen: +2.20 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +73.00 Damage Shield penetration: +20% Amulets can have magical properties. |
Inventory
Elixir of Brawn Elixir of BrawnInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
Elixir of Explosive Force Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (4006.00 temporal damage, removed from time 4 turns) Rune of the Rift (4006.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 11937.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
gold amulet 'Magmabreacher' gold amulet 'Magmabreacher'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +7 Mag Changes resistances: +12% fire Changes resistances penetration: +15% temporal / +5% fire Changes damage: +9% temporal Amulets can have magical properties. |
Glimmertickler GlimmerticklerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 8 darkness Changes stats: +8 Cun / +7 Dex Changes resistances penetration: +15% darkness Changes damage: +6% light Rings can have magical properties. |
conjurer's gold ring of corrosion (+32%) conjurer's gold ring of corrosion (+32%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +32% acid Changes damage: +16% acid Spellpower: +9 (+0 eff.) Rings can have magical properties. |
gold ring 'Serpentransom' gold ring 'Serpentransom'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes resistances: +9% acid / +32% cold / +3% light Changes damage: +18% nature / +16% cold Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+0 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 6 power out of 20/20) : Effective talent level: 2.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element)dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +30% blight Talent granted: +1 Command Staff Maximum mana: +109.00 Spellpower: +27 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword of shearing (48-76.8 power, 3 apr)elemental stralite greatsword of shearing (48-76.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +19 Changes resistances penetration: +21% acid / +19% physical / +21% cold / +21% lightning / +21% fire Changes damage: +19% physical Massive two-handed swords. |
thunderous voratun greatsword of massacre (76.5-122.4 power, 4 apr) thunderous voratun greatsword of massacre (76.5-122.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.5 - 122.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances penetration: +19% lightning Massive two-handed swords. |
voratun greatsword (63.5-101.6 power, 4 apr) voratun greatsword (63.5-101.6 power, 4 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
Malihir the Offalvengeance (28.5-39.9 power, 4 apr) Malihir the Offalvengeance (28.5-39.9 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal When wielded/worn: Changes damage: +9% nature Grants telepathy: Dragon Maximum hate: +8.00 Maximum psi: +40.00 Mindpower: +2 (+0 eff.) Blunt and deadly. |
Galerupture (46-64.4 power, 6 apr) Galerupture (46-64.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to disease On weapon crit: * cripple the target Damage (Melee): +29 blight When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+0 eff.) Effects on melee hit: * 60% chance to corrode armour Damage when hit (Melee): 8 acid / 4 temporal / 4 lightning Changes stats: +7 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +25% lightning / +15% physical / +5% acid Disarm immunity: +35% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe 'Brenomas' (17.5-24.5 power, 2 apr) iron waraxe 'Brenomas' (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% acid Pinning immunity: +10% Stun/Freeze immunity: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic stralite waraxe of massacre (44-61.6 power, 5 apr)acidic stralite waraxe of massacre (44-61.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid One-handed war axes. |
stralite dagger of shearing (29.5-38.35 power, 9 apr) stralite dagger of shearing (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances penetration: +5% physical Changes damage: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Life Drinker (42-54.6 power, 11 apr)Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+0 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 69.24 acid and 70.15 blight damage. If not cleared after five turns it will inflict 393.12 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow of recursionelven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
Arthetir ArthetirRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +19 cold When wielded/worn: Changes resistances: +9% acid / +3% fire / +6% nature Changes damage: +16% cold / +6% mind / +36% physical Talents cooldown: Multishot (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Poison immunity: +15% Cut immunity: +5% Stun/Freeze immunity: +15% Slings are used to hurl stones or metal shots at your foes. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
arcing quiver of elven-wood arrows of accuracy (17/17, 41.5-58.1 power, 14 apr) arcing quiver of elven-wood arrows of accuracy (17/17, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +7 lightning Arrows are used with bows to pierce your foes to death. |
sentry's pouch of stralite shots of annihilation (43/43, 60-72 power, 23 apr) sentry's pouch of stralite shots of annihilation (43/43, 60-72 power, 23 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 60.0 - 72.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Physical crit. chance: +12.5% Capacity: 43 Turns elapse between self-loadings: 3 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
cured leather armour of command (9 def, 9 armour) cured leather armour of command (9 def, 9 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +10 (+1 eff.) A suit of armour made of leather. |
Aryvea the reinforced leather armour (4 def, 7 armour) Aryvea the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +1 Str Changes resistances: +6% lightning / +10% physical / +15% blight / +12% fire / +29% nature / +10% cold Reduced damage from: +10% Unnatural Light radius: +1 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Goth the Dimslicer (19 def, 7 armour) Goth the Dimslicer (19 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +7 Defense: +19 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Changes stats: +8 Str / +6 Dex Changes resistances: +15% acid / +17% cold / +3% darkness Changes resistances penetration: +10% darkness Physical save: +8 (+0 eff.) Stamina each turn: +0.50 Chance to avoid any damage: +7% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 14.8 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 77% of your stamina. A suit of armour made of leather. |
Scorpionwing (16 def, 8 armour) Scorpionwing (16 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+0 eff.) Armour: +8 Defense: +16 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Dex Changes resistances: +8% physical Changes resistances penetration: +20% nature / +5% fire Changes damage: +9% nature / +9% temporal Critical mult.: +18.00% Physical save: +16 (+1 eff.) Movement speed: +20% A suit of armour made of leather. |
Sunquake the drakeskin leather armour (5 def, 8 armour) Sunquake the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +14% nature / +16% blight Changes damage: +6% light Reduced damage from: +14% Unnatural Cut immunity: +15% Life regen: +0.40 Maximum life: +49.00 Light radius: +3 A suit of armour made of leather. |
drakeskin leather armour 'Shockwar' (5 def, 8 armour) drakeskin leather armour 'Shockwar' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 9 arcane Damage (Ranged): 7 arcane Damage when hit (Melee): 8 light Changes stats: +5 Cun / +9 Wil Changes resistances: +16% blight / +21% darkness Changes resistances penetration: +15% blight / +10% lightning Changes damage: +9% blight / +9% lightning Mental save: +16 (+1 eff.) Mana each turn: +0.27 Spellpower: +8 (+0 eff.) Light radius: +2 A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour of lightning resistance (2 def, 4 armour) iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
searing steel mail armour of implacability (2 def, 12 armour) searing steel mail armour of implacability (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Damage (Melee): 10 acid / 12 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +17% acid / +15% fire Physical save: +7 (+0 eff.) A suit of armour made of mail. |
searing dwarven-steel mail armour of command (12 def, 13 armour) searing dwarven-steel mail armour of command (12 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +12 (+2 eff.) Fatigue: +16% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 12 acid / 11 fire Changes stats: +3 Cun Changes resistances: +16% acid / +15% fire Mental save: +15 (+1 eff.) A suit of armour made of mail. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. |
Xerebremina the cashmere cloak (13 def, 0 armour) Xerebremina the cashmere cloak (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Defense: +13 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% mind Reduces incoming crit damage: 15.00% Physical save: +11 (+0 eff.) Maximum life: +10.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of Eldoral (3 def, 0 armour)spellcowled elven-silk cloak of Eldoral (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Dex / +5 Mag / +6 Wil / +4 Cun Spell save: +15 (+1 eff.) Maximum mana: +79.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of disengagement (0 def, 3 armour) scholar's pair of hardened leather boots of disengagement (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Spellpower: +4 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 7.8 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 8 grids from your target. A pair of boots made of leather. |
Mirestreak the drakeskin leather cap (0 def, 5 armour) Mirestreak the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +7 Dex / +1 Cun Changes resistances: +13% acid / +14% lightning / +12% fire / +6% nature / +12% cold Psi when hit: +0.04 Maximum hate: +6.00 Mindpower: +6 (+0 eff.) A cap made of leather. |
Ologund (0 def, 12 armour) Ologund (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +12 Fatigue: +4% Changes stats: +9 Str / +6 Wil / +4 Con Changes resistances: +7% physical / +3% mind / +12% cold Physical save: +22 (+1 eff.) Mental save: +7 (+0 eff.) Disease immunity: +5% Confusion immunity: +15% Knockback immunity: +15% Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 7.4 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 9, lowering their Defense by 52 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's dwarven-steel helm of precognition (7 def, 4 armour) champion's dwarven-steel helm of precognition (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +7 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +3 Str / +3 Wil / +4 Cun Mental save: +8 (+0 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 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. |
12 quartz 12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 sapphire 12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 amber 9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2836 alchemist agate 2836 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Belyzilazor the Splendourbearer (dig speed 24 turns) Belyzilazor the Splendourbearer (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 light Changes stats: +4 Cun / +2 Str Changes resistances: +9% acid Changes damage: +27% acid Light radius: +2 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 32 turns) dwarven-steel pickaxe (dig speed 32 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 12074.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Emelunor the dwarven-steel torque of thermal psionic shield [power 125] (17 cooldown) Emelunor the dwarven-steel torque of thermal psionic shield [power 125] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Reduces incoming crit damage: 10.00% Poison immunity: +10% Silence immunity: +20% Knockback immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 125 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
tentacled yew totem of healing [power 150] (12 cooldown) tentacled yew totem of healing [power 150] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 22 (based on Willpower) for 150, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Goruzilahor the Singetooth [power 130] (18 cooldown) Goruzilahor the Singetooth [power 130] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +1 Mag Changes resistances: +9% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web Pinning immunity: +15% Teleport immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 130 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. tentacled dragonbone totem of cure ailments [power 5] (6 cooldown)tentacled dragonbone totem of cure ailments [power 5] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 5 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By karon the Cornac Berserker level 50
13rd Pyre 123rd year of Ascendancy at 16:00 see stats
By karon the Cornac Berserker level 50
17th Regrowth 124th year of Ascendancy at 01:47 see stats
By karon the Cornac Berserker level 50
4th Mirth 122nd year of Ascendancy at 15:29 see stats
By karon the Cornac Berserker level 50
10th Regrowth 124th year of Ascendancy at 20:28 see stats
By karon the Cornac Berserker level 50
16th Regrowth 124th year of Ascendancy at 04:28 see stats
By karon the Cornac Berserker level 50
1st Decay 123rd year of Ascendancy at 02:06 see stats
By karon the Cornac Berserker level 50
49th Regrowth 123rd year of Ascendancy at 20:46 see stats
By karon the Cornac Berserker level 50
31st Regrowth 124th year of Ascendancy at 09:37 see stats
By karon the Cornac Berserker level 50
22nd Regrowth 124th year of Ascendancy at 17:14 see stats
By karon the Cornac Berserker level 50
10th Dusk 123rd year of Ascendancy at 11:16 see stats
By karon the Cornac Berserker level 9
75th Pyre 122nd year of Ascendancy at 04:04 see stats
By karon the Cornac Berserker level 50
3rd Mirth 122nd year of Ascendancy at 12:32 see stats
By karon the Cornac Berserker level 50
17th Dusk 122nd year of Ascendancy at 01:16 see stats
By karon the Cornac Berserker level 50
49th Regrowth 123rd year of Ascendancy at 20:46 see stats
By karon the Cornac Berserker level 40
3rd Mirth 122nd year of Ascendancy at 07:59 see stats
By karon the Cornac Berserker level 50
1st Regrowth 124th year of Ascendancy at 11:11 see stats
By karon the Cornac Berserker level 50
39th Regrowth 124th year of Ascendancy at 05:49 see stats
By karon the Cornac Berserker level 50
52nd Haze 122nd year of Ascendancy at 04:24 see stats
By karon the Cornac Berserker level 50
16th Regrowth 124th year of Ascendancy at 04:52 see stats
By karon the Cornac Berserker level 10
75th Pyre 122nd year of Ascendancy at 04:56 see stats
By karon the Cornac Berserker level 20
75th Pyre 122nd year of Ascendancy at 06:08 see stats
By karon the Cornac Berserker level 30
75th Pyre 122nd year of Ascendancy at 08:58 see stats
By karon the Cornac Berserker level 40
3rd Mirth 122nd year of Ascendancy at 07:59 see stats
By karon the Cornac Berserker level 50
3rd Mirth 122nd year of Ascendancy at 11:32 see stats
By karon the Cornac Berserker level 50
3rd Mirth 122nd year of Ascendancy at 14:21 see stats
By karon the Cornac Berserker level 50
66th Dusk 122nd year of Ascendancy at 13:44 see stats
By karon the Cornac Berserker level 50
60th Dusk 122nd year of Ascendancy at 04:11 see stats
By karon the Cornac Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:10 see stats
By karon the Cornac Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:10 see stats
By karon the Cornac Berserker level 50
1st Time of Equilibrium 123rd year of Ascendancy at 12:50 see stats
By karon the Cornac Berserker level 3
74th Pyre 122nd year of Ascendancy at 13:30 see stats
By karon the Cornac Berserker level 50
15th Dusk 122nd year of Ascendancy at 08:15 see stats
By karon the Cornac Berserker level 50
22nd Regrowth 124th year of Ascendancy at 17:14 see stats
By karon the Cornac Berserker level 4
74th Pyre 122nd year of Ascendancy at 14:15 see stats
By karon the Cornac Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By karon the Cornac Berserker level 50
4th Mirth 122nd year of Ascendancy at 10:16 see stats
By karon the Cornac Berserker level 50
20th Dusk 123rd year of Ascendancy at 13:03 see stats
Log
Doomed Shade of karon uses Reproach.
Doomed Shade of karon uses Reproach.
Doomed Shade of karon activates Daunting Presence.
Doomed Shade of karon uses Dark Tendrils.
Doomed Shade of karon's mind surges with critical power!
Doomed Shade of karon uses Shattering Shout.
Doomed Shade of karon spits acid!
Doomed Shade of karon's mind surges with critical power!
Doomed Shade of karon uses Reproach.
You are unable to move!
Doomed Shade of karon rushes out!
Doomed Shade of karon uses Irresistible Sun.
Doomed Shade of karon starts to attract all creatures around!
Loyal Halfling Necromancer is pulled in!
Loyal Halfling Necromancer is not dazed anymore.
Loyal Halfling Necromancer resists the mind attack!
Doomed Shade of karon uses Willful Strike.
Doomed Shade of karon's mind surges with critical power!
Loyal Halfling Necromancer HEALS from fire damage!
Loyal Halfling Necromancer HEALS from light damage!
Loyal Halfling Necromancer HEALS from mind damage!
Loyal Halfling Necromancer HEALS from physical damage!
Doomed Shade of karon receives 665 healing from Unnatural Body.
Doomed Shade of karon hits Loyal Halfling Necromancer for 877 mind, 86 healing, 1819 fire, 178 healing, 877 mind, 86 healing, 1679 light, 168 healing, 439 mind, 43 healing, 1679 physical, 168 healing (7370 total damage) [729 healing].
Doomed Shade of karon uses Switch Place.
Doomed Shade of karon performs a melee critical strike against Loyal Halfling Necromancer!
Character control switched to karon.
Saving game...