Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. Ashes of Urh'Rok 1.7.4Official 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Items Vault 1.7.6Donators/Buyers bonus! Spider Bikini 1.7.0A companion piece to shad3's Weaver Class addon (required). When you have the Weaver's True Form evolution and are not wearing body armor, your character will be depicted in-game as wearing a spider-silk bikini or mankini. (This will, of course, not be visible if the "Gameplay | Weaver: Full Transfom changes sprite?" game option is enabled.) Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! White Monk 1.7.6Adds 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. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Takonyudo |
| Class | Brawler |
| Level / Exp | 50 / 58% |
| Size | small |
| Lifes / Deaths | Killed by Orla the human at level 20 on the 1st Summertide 122nd year of Ascendancy at 06:22 1 / 6Killed by Yrduvan the human at level 20 on the 1st Summertide 122nd year of Ascendancy at 06:53 Killed by Yrduvan the human at level 20 on the 1st Summertide 122nd year of Ascendancy at 07:39 Killed by Xema the multi-hued drake hatchling at level 50 on the 9th Flare 122nd year of Ascendancy at 07:21 Killed by Xaniwe the grannor'vor at level 50 on the 9th Flare 122nd year of Ascendancy at 11:10 Killed by Eilinyma the rogue at level 50 on the 10th Flare 122nd year of Ascendancy at 18:03 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 113 (base 60) |
| Magic | 13 (base 10) |
| Willpower | 24 (base 18) |
| Cunning | 85 (base 60) |
Resources
| Life | 1719/1719 |
| Stamina | 282/282 |
| Healing Factor | 2.4562346689682 |
| Regeneration | 39.913813370733 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 88.679956147098 |
| See Invisible | 106.6799561471 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 468 |
| Accuracy | 89 |
| Crit Chance | 71% |
| APR | 64 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Physical | +5% |
| Cold | +11% |
| All | 0% |
| Darkness | +6% |
| Light | +27% |
| Lightning | +9% |
| Fire | +4% |
| Nature | +4% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +5% |
| Light | +15% |
| Nature | +3% |
Defense: Base
| Armour (hardiness) | 24 (100%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 22 |
| Mental Save | 43 |
Defense: Resistances
| Mind | + 21%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 35%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 32% |
| Knockback Resistance | 20% |
| Confusion Resistance | 10% |
| Stun Resistance | 50% |
| Pinning Resistance | 41% |
| Poison Resistance | 21% |
| Blind Resistance | 28% |
Inscriptions (4/5)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 766% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 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: 2.5 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 mental and physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Technique / Grappling | 1.47 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 0.80 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.17 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Increases defense by 27. Mobile Defense |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | powerful yew totem of summon tentacle [power 250] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 587 Base Damage: 282 Armor: 19 All Resist: 25 Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | astral copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature / 5 mind Changes stats: +3 Wil Rings make your fingers look great! |
| On fingers | marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | obscure copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 6% chance to cause random gloom Effects on ranged hit: * 6% chance to cause random gloom Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | obscure copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 7 frost burn Effects on ranged hit: * 6% chance to reduce all saves and defense by 35 Mental save: +6 (+2 eff.) Life regen: +7.00 Maximum life: +46.00 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | sneakthief's copper ring of the serpentInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances penetration: +3% nature Poison immunity: +21% Rings make your fingers look great! |
| On fingers | obscure steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 6% chance to cause random gloom Damage (Ranged): 4 frostdusk Mental save: +7 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel Lifebinding Emerald ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 7 warp Effects on ranged hit: * 6% chance to reduce all saves and defense by 35 Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Mental save: +7 (+2 eff.) Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings make your fingers look great! |
| On fingers | entropic gold ring of filthPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 acid / 10 darkness Changes stats: +4 Cun Changes resistances penetration: +5% blight Disease immunity: +31% Rings make your fingers look great! |
| Around neck | wanderer's gold amulet of perfection (0.17 Technique / Grappling,0.17 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +7 Cun / +5 Con Talent masteries: +0.17 Technique / Grappling +0.17 Technique / Combat training Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
| Light source | watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +28% Confusion immunity: +10% Light radius: +8 See stealth: +6 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | aegis linen wizard hat of madness (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +3 Wil Mental save: +12 (+4 eff.) Life regen: +2.00 Mental crit. chance: +5% Damage Shield Power: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 235 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| In off hand | Hettiromidir the hardened leather gloves (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Damage (Melee): 6 blight / 6 physical Changes stats: +4 Dex Changes resistances: +5% arcane Changes damage: +5% blight / +5% physical Reduces incoming crit damage: 15.00% Physical save: +8 (+3 eff.) Pinning immunity: +20% See invisible: +12 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Damage conversion: 10% blight / 10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Armular (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +17 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 8 blight Changes stats: +4 Str / +3 Dex Changes resistances: +7% blight / +3% cold / +6% temporal Changes damage: +7% blight Reduces incoming crit damage: 5.00% Disarm immunity: +10% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +10 blight Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Berolen the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 35 Damage (Melee): 17 light / 14 darkness Changes stats: +5 Cun / +3 Mag Changes resistances: +11% light / +23% darkness / +9% mind Changes resistances penetration: +5% mind Changes damage: +9% light / +6% darkness Critical mult.: +5.00% Infravision radius: +3 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Searing Light (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 12% chance to reduce damage dealt by 29% Damage (Melee): +17 darkness It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Dazzlewire the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Physical power: +18 (+4 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 5 nature / 5 fire Changes stats: +5 Str / +5 Dex / +2 Cun Changes resistances: +6% light Changes resistances penetration: +15% light Changes damage: +9% lightning / +4% fire / +4% nature / +18% light Physical save: +10 (+4 eff.) When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). Damage conversion: 10% nature / 10% fire It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 50; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 then cleanse 1 wound, poison, and disease 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 688%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 14; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 22; resist 10%; move 50%; dur 5; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 50% faster, and you are invisible (power 22). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Rings make your fingers look great! |
titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warbringer's steel battleaxe of enduring (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +18 Con / +13 Wil Changes resistances penetration: +12% physical Disarm immunity: +21% Maximum life: +45.00 Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level.Quenchbreaker the iron shield (0 def, 2 armour, 8-9 power, 22.5 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +12 light / +12 darkness Damage (radius 2) on crit: +12 acid When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +3 Cun / +3 Mag Changes resistances: +18% acid / +12% light / +12% darkness / +5% arcane Changes resistances penetration: +10% cold Changes damage: +30% acid / +18% cold / +12% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Layodama the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +30 (+7 eff.) Fatigue: -6% Changes stats: +3 Dex / +3 Mag / +6 Cun Changes resistances: +5% arcane Maximum encumbrance: +25 Mental save: +15 (+5 eff.) A belt that goes around your waist. |
linen cloak of vigor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +2 Dex / +1 Con Life regen: +3.00 Movement speed: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 6 fire / 5 cold / 5 lightning Changes stats: +4 Mag / +4 Wil When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Damage (Melee): +9 ice / +9 fire / +12 acid / +16 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of sorrow (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 16% chance to reduce all saves and defense by 35 Damage (Melee): 10 mind / 21 darkness Changes resistances: +5% darkness Changes damage: +5% darkness Mental save: -13 (-5 eff.) Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 9% chance to reduce damage dealt by 29% It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +3 Changes stats: +6 Cun / +5 Dex When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of the iron hand (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Damage (Melee): 8 physical Changes stats: +3 Str / +4 Wil / +3 Con Changes damage: +6% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +45% When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +9 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aetheric iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 3 arcane / 4 lightning Changes stats: +3 Str Changes damage: +3% arcane / +3% lightning Mental save: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 15.0 - 21.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Damage conversion: 10% arcane / 10% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 light Changes stats: +2 Mag Changes resistances: +5% light Changes damage: +3% arcane / +4% light When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Damage (Melee): +6 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 fire Changes stats: +2 Dex Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +7 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +5% arcane Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +17.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +5 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's dwarven-steel gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +9% Fatigue: +3% Changes stats: +8 Con Changes resistances: +7% physical When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
blighted voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 5 blight Changes stats: +5 Con Changes resistances: +7% blight Changes damage: +7% blight Physical save: +25 (+9 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +36% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +16 physical Damage (radius 2) on crit: +12 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 5.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of the juggernaut (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Fatigue: +5% Damage (Melee): 11 physical Changes stats: +5 Con Changes damage: +7% physical Physical save: +22 (+8 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +40% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +15 physical Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
66 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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)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 Activation costs 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. |
ash totem of healing [power 176] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Daemon the Takonyudo Brawler level 1
77th Pyre 122nd year of Ascendancy at 00:45 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Daemon the Takonyudo Brawler level 10
77th Pyre 122nd year of Ascendancy at 03:31 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Daemon the Takonyudo Brawler level 20
77th Pyre 122nd year of Ascendancy at 03:31 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Daemon the Takonyudo Brawler level 30
8th Flare 122nd year of Ascendancy at 23:18 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Daemon the Takonyudo Brawler level 40
8th Flare 122nd year of Ascendancy at 23:18 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Daemon the Takonyudo Brawler level 50
8th Flare 122nd year of Ascendancy at 23:18 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Daemon the Takonyudo Brawler level 50
10th Flare 122nd year of Ascendancy at 02:18 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Daemon the Takonyudo Brawler level 20
1st Summertide 122nd year of Ascendancy at 22:01 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Daemon the Takonyudo Brawler level 1
77th Pyre 122nd year of Ascendancy at 00:45 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Daemon the Takonyudo Brawler level 1
77th Pyre 122nd year of Ascendancy at 00:45 see stats
Log
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Bandit resists the vile poison!
Daemon hits Bandit for 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight, 0 physical, 0 blight, 0 fire, 0 nature, 0 physical, 0 darkness, 0 light, 0 fire, 0 nature, 0 temporal, 0 physical, 0 cold, 0 physical, 0 darkness, 0 blight (0 total damage).
Daemon's light area effect hits Bandit for 0 light damage.
Eilinyma the rogue's darkness area effect hits Daemon for (53 flat reduction), 196 darkness (197 total damage).
Eilinyma the rogue's light area effect hits Daemon for (53 flat reduction), 520 light (520 total damage).
Daemon has finished recovering.
Daemon has regained its confidence.
Talent Double Strike is ready to use.
Frostburning from Daemon hits Bandit for 0 cold damage.
Deadly Poison from Daemon hits Bandit for 0 nature damage.
Acid Splash from Grannor'vor hits Daemon for (1 flat reduction), 0 acid (0 total damage).
Bandit is confused and fails to use Attack.
Eilinyma the rogue casts Searing Light.
Eilinyma the rogue's spell attains critical power!
Eilinyma the rogue hits Daemon for (53 flat reduction), 528 light (529 total damage).
Daemon the level 50 takonyudo brawler was jerkied to death by Eilinyma the rogue on level 3 of The Maze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinyma the rogue killed Daemon!
Saving game...





























































































