










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Dark Priest 1.4.8 Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Doomed/Darkness Tweaks 1.5.5Adventurer Quality of life buff 1.5.5This 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 Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Prodigy Tweaks 1.5.5 Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Revamped Alchemist 1.5.5 Wights 1.0.4Adds Wights as playable undead race. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] 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. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Inferno Race Pack 1.4.0Adds a collection of my races. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Haunted class 1.1.5Haunted: an unarmed hate-based warrior The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. 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. Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. 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. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. 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 Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Wight |
| Class | Adventurer |
| Level / Exp | 49 / 93% |
| Size | huge |
| Lifes / Deaths | Killed by Reality Fission at level 49 on the 1st Mirth 122nd year of Ascendancy at 01:55 / 1 |
Primary Stats
| Strength | 92 (base 15) |
| Dexterity | 63 (base 34) |
| Constitution | 156.27846122459 (base 21) |
| Magic | 120 (base 60) |
| Willpower | 104 (base 47) |
| Cunning | 133 (base 60) |
Resources
| Mana | 162/413 |
| Psi | 0/442 |
| Vim | 1/120 |
| Life | -11095/3401 |
| Paradox | 1000 |
| Stamina | 407/434 |
| Soul | 10/13 |
| Healing Factor | 2.5 |
| Regeneration | 688.6804495936 |
Speed
| Mental | +23.40630734705% |
| Attack | 0% |
| Movement | 0% |
| Spell | +23.40630734705% |
| Global | +158.11803252063% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 77 |
| Crit Chance | 111% |
| APR | 83 |
| Speed | 0.81 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 102 |
| Crit Chance | 76% |
| Speed | 0.81033135298972 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Light | +15% |
| Cold | +46% |
| Darkness | +10% |
| Physical | +107% |
| Mind | +15% |
| Fire | +40% |
Offense: Damage Penetration
| Acid | +19% |
| Blight | +10% |
| Physical | +64% |
| Cold | +80% |
| Darkness | +60% |
| Light | +10% |
| Mind | +10% |
| Fire | +29% |
| Lightning | +19% |
Defense: Base
| Armour (hardiness) | 198.23548365525 (100%) |
| Defense | 0 |
| Ranged Defense | 17 |
| Fatigue | 34 |
| Physical Save | 99.11 |
| Spell Save | 98.39 |
| Mental Save | 101 |
Defense: Resistances
| Acid | + 57%( 95%) |
| Blight | + 43%( 95%) |
| Arcane | + 45%( 95%) |
| Cold | + 86%( 95%) |
| All | + 30%( 95%) |
| Lightning | + 85%( 95%) |
| Light | + 60%( 95%) |
| Physical | + 95%( 95%) |
| Mind | + 49%( 95%) |
| Darkness | + 61%( 95%) |
| Fire | + 95%( 95%) |
| Nature | + 52%( 95%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 68% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 75% |
| Bleed Resistance | 100% |
| Disarm Resistance | 43% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Cunning / Shadow magic | 2.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Armor forging | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 2.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Spell / Frost | 2.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Dread | 2.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 2.70 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Reaper | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 2.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Wicked Mind | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Fending | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Undead / Wight | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood magic | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Wicked Fervor |
| talent | Charged Shield |
| talent | Inner Power |
| talent | Shield Wall |
| talent | Shock Hands |
| talent | Death Vortex |
| talent | Arcane Feed |
| talent | Shadow Feed |
| talent | Blur Sight |
| talent | River of Souls |
| talent | Kinetic Shield |
| talent | The Draining |
| talent | Frostdusk |
| talent | Rime |
| talent | Necrotic Aura |
| talent | Phantasmal Shield |
| talent | Crystalline Focus |
| talent | Last Stand |
| talent | Fiery Hands |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target has 12 reduced saves and defense, and 8% reduced critical chance. 4 Jinx |
| beneficial effect | The target's mind has been warded, increasing mind save by 126. Warded Mind |
| beneficial effect | A flow of life spins around the target, regenerating 217.22 life per turn. Regeneration |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | Stay put, increasing your armour and defense by 24. Shoes of Moving Slowly |
| beneficial effect | Absorbs 550 damage from the next blockable attack. Blocking |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+58% global speed). Clarity |
| beneficial effect | The target is surrounded by necrotic energy, dealing 111.74 cold damage and 111.74 darkness damage each turn to those within it's aura. Death Vortex |
| beneficial effect | Reduces physical damage received by 53%. Earthen Barrier |
| detrimental effect | The target is being driven mad by the void, taking 901.40 darkness damage per turn and reducing all powers by 133. Dark Whispers |
| beneficial effect | Reduces all damage taken by 28% of shield block value, to a minimum of 50%. Icebound Fortitude |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| Psionic focus | elemental orichalcum trident of shearing (55.5-88.8 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 Base power: 55.5 - 88.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +16 Changes resistances penetration: +19% acid / +14% physical / +20% cold / +19% fire / +19% lightning Changes damage: +17% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| Quiver | quiver of dragonbone arrows of annihilation (21/21, 66-92.4 power, 29 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +15.0% Capacity: 21 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
| On hands | heroic drakeskin leather gloves of the starseeker (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +6 Cun / +5 Mag Changes resistances: +10% light / +8% darkness Mental save: +11 (+2 eff.) Maximum life: +74.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 169.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 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 | masterforged dwarven-steel helm (4 def, 13.5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +14 Defense: +4 (+0 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +10% acid / +10% cold / +10% fire / +21% arcane / +30% lightning Talent mastery: +0.10 Technique / Forge powers Talent granted: +5 Perfect Strike Mental save: +54 (+9 eff.) Blindness immunity: +43% Confusion immunity: +43% Fear immunity: +43% Stamina each turn: +3.13 Maximum stamina: +115.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
| Tool | Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 20 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
| On fingers | mule's gold ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +13% physical Changes damage: +13% physical Maximum encumbrance: +24 Rings can have magical properties. |
| On fingers | marksman's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
| Around neck | serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
| In main hand | Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold This is a bardic weapon. When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Around waist | skylord's hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +8% acid / +8% fire / +7% lightning / +8% cold Physical save: +15 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +16 (+2 eff.) A belt that goes around your waist. |
| In off hand | reforged Summertide (14 def, 25 armour, 79-94.8 power, 322.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +322 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +25 Defense: +14 (+0 eff.) Ranged Defense: +17 (+10 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +21% lightning / +21% physical / +20% light / +21% acid / +10% fire / +12% mind / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent cooldown: Track (-2 turns) Talents granted: +4 Banish +5 Block Spell save: +58 (+1 eff.) Mental save: +18 (+3 eff.) Blindness immunity: +100% Disarm immunity: +43% Confusion immunity: +25% Knockback immunity: +43% Maximum psi: +20.00 Mindpower: +8 (+8 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 91.08 to 113.85 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. Handheld deflection devices. |
| Cloak | restorative elven-silk cloak of fog (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+0 eff.) Changes resistances: +19% blight / +19% fire / +16% nature / +23% light Stealth bonus: +13 Life regen: +2.80 Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Thorn Mail (7 def, 30 armour) reforged Thorn Mail (7 def, 30 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +30 Defense: +7 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 % chance of gloom effects / 40 bleed Changes resistances: +21% lightning / +15% physical / +21% darkness / +15% fire / +15% nature / +15% mind Talent cooldown: Last Resort (-5 turns) Physical save: +57 (+1 eff.) Cut immunity: +43% Pinning immunity: +43% Stun/Freeze immunity: +68% Life regen: +9.38 Maximum life: +427.00 Size category: +1 A suit of armour made of mail. |
Inventory
sun infusion (rad 8; power 21; turns 4; dispels darkness)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. 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. |
heat beam rune (292 fire damage)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: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 291.88 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
keeper's ash magestaff of fate (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +9 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +8 (+1 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Casting speed: +10% Paradox regeneration: -2.00 Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash vilestaff of wizardry (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Acid Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +50.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of invocation (30-36 power, 6 apr, physical 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: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +23 (+4 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 137.17 to 164.61 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of might (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: 130% Mag Damage type: Blight Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
accursed steel battleaxe of crippling (17.5-26.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +12% mind / +13% darkness Talent cooldown: Reproach (-2 turns) Massive two-handed battleaxes. |
warbringer's stralite greatmaul of crippling (59-88.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +10% physical Disarm immunity: +15% Massive two-handed mauls. |
truestriking deep-steel trident (29.5-47.2 power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.5 - 47.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident (36.5-58.4 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +19% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
accursed orichalcum trident of massacre (64.5-103.2 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +14% mind / +16% darkness Talent cooldown: Reproach (-2 turns) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
bursting orichalcum trident of shearing (52-83.2 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 111% Burst (radius 2) on crit: +13 shocking sound When wielded/worn: Armour penetration: +16 Changes resistances penetration: +13% sound / +19% physical Changes damage: +17% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orichalcum trident of daylight (55-88 power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +24 light Burst (radius 1) on hit: +24 fire Damage against: +37% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (51-81.6 power, 16 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of massacre (67.5-108 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 67.5 - 108.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orichalcum trident of evisceration (50.5-80.8 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease On weapon crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing Damage (Melee): +26 blight When wielded/worn: Physical crit. chance: +17.0% Physical power: +13 (+2 eff.) Disease immunity: +22% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of torment (51.5-82.4 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +9 Dex Changes resistances penetration: +13% mind / +16% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 5.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 418.23 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
chilling stralite mace of paradox (36.5-51.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +18 cold / +11 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +15% temporal Blunt and deadly. |
Bregahir (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +15 temporal Burst (radius 2) on crit: +10 fire When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +5 Damage when hit (Melee): 10 temporal Changes stats: +2 Mag Changes resistances: +13% temporal Changes resistances penetration: +5% blight / +9% fire / +9% physical Changes damage: +6% blight Spell save: +10 (+0 eff.) Spellpower: +4 (+1 eff.) Global speed: +3% Damage Shield penetration: +20% Blunt and deadly. |
stralite rapier of crippling (33-46.2 power, 6 apr)Requires: - Cunning 35 Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 33.0 - 46.2 Uses stats: 60% Cun, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target This is a bardic weapon. When wielded/worn: Physical crit. chance: +7.0% 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. |
bursting dwarven-steel sceptre of evisceration (21-29.4 power, 4 apr) bursting dwarven-steel sceptre of evisceration (21-29.4 power, 4 apr)Requires: - Magic 20 - Constitution 20 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Base power: 21.0 - 29.4 Uses stats: 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 33 bleeding, 85% reduced healing Burst (radius 2) on crit: +14 shocking sound When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Changes resistances penetration: +10% sound Spellpower: +9 (+2 eff.) Blunt and deadly. |
hateful voratun waraxe of torment (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +10 darkness Damage against: +18% Living When wielded/worn: Changes resistances penetration: +13% mind / +8% darkness One-handed war axes. |
voratun waraxe of vileness (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 15% chance to disease Damage (Melee): +20 blight One-handed war axes. |
hungering living mindstar of balance (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.40 Hate per kill: +4.00 Psi per kill: +1.00 Mindpower: +10 (+10 eff.) Mental crit. chance: +5% It can be used to inflict 16.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 5.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 180% damage with a 30% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
pouch of iron shots (21/21, 13.5-16.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots (51/51, 61.5-73.8 power, 8 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +7.0% Capacity: 51 Turns elapse between self-loadings: 3 Shots are used with slings to pummel your foes to death. |
reforged Titanic (10.5 def, 26 armour, 73-87.6 power, 382.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +382 When wielded/worn: Armour: +26 Armour Hardiness: +20% Defense: +10 (+0 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +30% Changes resistances: +21% nature / +21% arcane Talent cooldown: Searing Assault (-1 turn) Talents granted: +3 Arcane Shield +4 Block Spell save: +54 (+1 eff.) Disarm immunity: +43% Knockback immunity: +43% Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 50% Mag, 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+0 eff.) Ranged Defense: +15 (+9 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
humming silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Mana each turn: +0.29 Maximum mana: +72.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +11% Melody each turn: +0.20 Maximum melody: +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked drakeskin leather armour of natural resilience (5 def, 8 armour)Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes resistances: +15% nature / +16% blight Reduced damage from: +11% Unnatural A suit of armour made of leather. |
fearforged steel plate armour of white noise (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +30% Damage when hit (Melee): 7 sound Changes stats: +3 Mag / +7 Con Changes resistances: +16% sound / +8% fire / +1% light / +8% darkness Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Light radius: +2 A suit of armour made of metal plates. |
padded rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% sound Physical save: +5 (+0 eff.) Mental save: +5 (+1 eff.) A belt that goes around your waist. |
acoustic cashmere cloak of implacability (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes damage: +10% mind / +10% sound Physical save: +8 (+0 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life Mindpower: +4 (+4 eff.) Mental crit. chance: +3% Maximum melody: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
starseer's elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes damage: +11% darkness / +8% temporal / +9% light / +10% physical A pointy cloth hat, very wizardly... |
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. |
Rungof's FangInfused 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. |
arcane elven-wood wand of conjuration [power 355] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 178 to 355, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 11 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 14, power 96 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
thunderous dragonbone flute of shearing (30.5-36.6 power, 7 apr, sound damage) thunderous dragonbone flute of shearing (30.5-36.6 power, 7 apr, sound damage)Requires: - Dexterity 35 - Cunning 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 5 Base power: 30.5 - 36.6 Uses stats: 60% Cun, 50% Mag, 30% Dex Damage type: Sound Armour Penetration: +7 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 22% chance to daze at end of turn This instrument will act as a bashing device. When wielded/worn: Armour penetration: +12 Changes stats: +2 Str / +3 Dex / +3 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +16% sound Changes resistances penetration: +12% lightning / +11% physical Changes damage: +10% physical Mental save: +8 (+1 eff.) Mindpower: +8 (+8 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By Supertank the Wight Adventurer level 25
76th Pyre 122nd year of Ascendancy at 01:11 see stats
Arena Battler 50 (Madness (Roguelike) difficulty)
Got to wave 50 in the arena.By Supertank the Wight Adventurer level 42
78th Pyre 122nd year of Ascendancy at 21:28 see stats
Grand Master (Madness (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By Supertank the Wight Adventurer level 43
79th Pyre 122nd year of Ascendancy at 02:22 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Supertank the Wight Adventurer level 10
74th Pyre 122nd year of Ascendancy at 20:36 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Supertank the Wight Adventurer level 20
75th Pyre 122nd year of Ascendancy at 17:23 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Supertank the Wight Adventurer level 30
76th Pyre 122nd year of Ascendancy at 22:15 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Supertank the Wight Adventurer level 40
78th Pyre 122nd year of Ascendancy at 12:46 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Supertank the Wight Adventurer level 36
78th Pyre 122nd year of Ascendancy at 01:57 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Supertank the Wight Adventurer level 31
77th Pyre 122nd year of Ascendancy at 03:20 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Supertank the Wight Adventurer level 43
79th Pyre 122nd year of Ascendancy at 02:55 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Supertank the Wight Adventurer level 28
76th Pyre 122nd year of Ascendancy at 13:21 see stats
Log
Supertank deactivates Blur Sight.
Supertank deactivates Inner Power.
Supertank deactivates Arcane Combat.
Supertank is no longer out of phase.
Supertank deactivates Phantasmal Shield.
Supertank's skin returns to normal.
Supertank's whispers fade.
Supertank deactivates The Draining.
Supertank deactivates Charged Shield.
Supertank deactivates Death Vortex.
The necrotic vortex surrounding Supertank dissipates.
Supertank deactivates Fiery Hands.
Supertank deactivates Frostdusk.
Supertank deactivates Blurred Mortality.
Supertank deactivates Shock Hands.
Supertank deactivates Rime.
Supertank deactivates Shield Wall.
Supertank deactivates Kinetic Shield.
Supertank deactivates Shadow Combat.
Supertank deactivates River of Souls.
The spirits from Supertank cease.
Supertank deactivates Last Stand.
The necrotic vortex surrounding Supertank dissipates.
Supertank's mind is no longer warded.
Supertank deactivates Necrotic Aura.
Supertank deactivates Wicked Fervor.
Supertank stops regenerating health quickly.
Supertank deactivates Arcane Feed.
Supertank deactivates Shadow Feed.
Supertank's ice armor melts away.



































































































