









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) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. 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: 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. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Godling 1.7.6 Pepper Pack 1.7.6Adds 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. 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. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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. 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 Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog 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. 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. Items Vault 1.7.6Donators/Buyers bonus! 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:
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. 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 | Freek |
Class | Bard |
Level / Exp | 26 / 87% |
Size | small |
Lifes / Deaths | Killed by Silewen the forest troll at level 10 on the 26th Dusk 122nd year of Ascendancy at 13:33 0 / 7Killed by Silewen the forest troll at level 10 on the 26th Dusk 122nd year of Ascendancy at 14:55 Killed by Gatta the bloated horror at level 18 on the 57th Dusk 122nd year of Ascendancy at 17:47 Killed by Layenor the elven corruptor at level 25 on the 74th Dusk 122nd year of Ascendancy at 20:37 Killed by elven corruptor at level 25 on the 74th Dusk 122nd year of Ascendancy at 23:33 Killed by Vapstra the wretchling at level 26 on the 75th Dusk 122nd year of Ascendancy at 10:42 Killed by elven blood mage at level 26 on the 75th Dusk 122nd year of Ascendancy at 13:36 |
Primary Stats
Strength | 38 (base 33) |
Dexterity | 45 (base 41) |
Constitution | 86 (base 12) |
Magic | 70 (base 22) |
Willpower | 79 (base 52) |
Cunning | 71 (base 54) |
Resources
Mana | 265/615 |
Psi | 115/169 |
Life | -179/852 |
Stamina | 197/347 |
Melody | 75/310 |
Healing Factor | 2.5 |
Regeneration | 25.625 |
Speed
Mental | -2.9642954757492E-12% |
Attack | +26.614737774904% |
Movement | +24.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 20 |
See Stealth | 75.838210550524 |
See Invisible | 75.838210550524 |
Offense: Mainhand
Damage | 112 |
Accuracy | 69 |
Crit Chance | 65% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 69 |
Crit Chance | 63% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 87% |
Speed | 1 |
Cooldown Reduction | 5.5511151231258E-15 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 54% |
Speed | 0.78979747348038 |
Offense: Damage Bonus
Blight | +5% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Darkness | +59% |
Light | +27% |
Sound | +6% |
Fire | +10% |
Lightning | +20% |
Offense: Damage Penetration
Lightning | +10% |
Light | +20% |
Darkness | +40% |
Blight | +5% |
Arcane | +10% |
Sound | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (73.607947236566%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 46 |
Mental Save | 45 |
Defense: Resistances
Blight | + 64%( 76%) |
Bleed | + 44%( 76%) |
All | + 40%( 76%) |
Darkness | + 70%( 86%) |
Light | + 62%( 86%) |
Sound | + 45%( 76%) |
Mind | + 49%( 76%) |
Fire | + 52%( 76%) |
Lightning | + 49%( 76%) |
Defense: Immunities
Disarm Resistance | 0% |
Bleed Resistance | 0% |
Confusion Resistance | 10% |
Fear Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Performer / Electric | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Performer / Tunecrafting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Performer / Tuneslinger | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Performer / Bardic combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Cantrips | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Dashing swordsman | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Archery - slings | 1.10 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Wanderer | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Race / Freek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Performer / Bard | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Performer / Songs | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 1.66 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow your people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, your people may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving your people. * The owner of The Seaforge and his Freek associate may now be able to offer you some special training. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed electric eel tail. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed wretchling eyeball. * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | ![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +16.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stat: 92% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Damage (Ranged): +36 physical Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10 Mag / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light / +10% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +10% light / +10% darkness Talent masteries: +0.20 Celestial / Eclipse +0.20 Celestial / Sunlight +0.20 Celestial / Twilight Spellpower: +10 (+2 eff.) Infravision radius: +16 The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+1 eff.) Changes resistances: +6% light Changes resistances penetration: +10% lightning Talent granted: +1 Bastion Stamina each turn: +3.00 Light radius: +3 Bastion: Passive - Increases Physical, Mind, and Spell Saves by 12.12 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A pointy cloth hat, very wizardly... |
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes damage: +3% arcane Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 It can be used to sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 8 turns. When used: * Reduce 2 talent cooldowns by 2. * Reduce fatigue by 31% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +5 Wil / +5 Cun / +15 Con Changes resistances: +10% blight / +20% fire / +15% mind / +6% bleed Changes damage: +3% mind / +10% fire Damage affinity(heal): +15% nature Cut immunity: +24% Stun/Freeze immunity: +30% Life regen: +4.00 Mindpower: +7 (+2 eff.) Healing mod.: +30% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +45 Con / +20 Mag Changes resistances: +20% darkness / +30% blight Changes resistances penetration: +20% darkness Changes damage: +20% darkness Damage affinity(heal): +45% nature Talent mastery: +0.60 Celestial / Star fury Talent cooldown: Starfall (-6 turns) Stun/Freeze immunity: +90% Life regen: +6.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +20% Healing mod.: +90% Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes resistances cap: +6% all Talent mastery: +0.26 Psionic / Augmented mobility Physical save: +19 (+6 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +6 On weapon crit: * Sunders the enemy's armor for 5 turns. When wielded/worn: Changes stats: +6 Con / +6 Wil Maximum life: +22.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +3 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Mana each turn: +0.12 Maximum mana: +20.00 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ash flute 'Uloran' (8-9 power, 3 apr, sound damage) ash flute 'Uloran' (8-9 power, 3 apr, sound damage)Requires: - Cunning 16 - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: instrument / flute ; tier 2 Base power: 8.0 - 9.6 Uses stat: 78% Cun Damage type: Sound Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Haywire, causing 165 Lightning damage over 5 turns and giving them a 24% chance to fail using talents. Damage (Melee): +5 light Damage against: +8% Undead This instrument will act as a bashing device. When wielded/worn: Changes stats: +3 Mag Changes resistances: +7% sound Changes resistances penetration: +5% blight Changes damage: +5% lightning Talent granted: +1 Song of the Free Mental save: +4 (+1 eff.) Spellpower: +9 (+2 eff.) Mindpower: +4 (+1 eff.) Damage Shield penetration: +10% Blunt, short and deadly. Doubles as a woodwind instrument. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +9 Wil / +2 Cun Changes resistances penetration: +6% sound / +10% arcane Changes damage: +6% sound Damage Shield penetration: +20% Melody each turn: +0.12 Melody when hit: +0.80 Maximum melody: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +15% all Changes damage: +12% light / +24% darkness Silence immunity: +41% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +20 (+5 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -394 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 788 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
![]() 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: 13 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 effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 light, 5 mind, 4 lightning 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. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
ametrine amulet ametrine amuletPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Str / +1 Dex / +9 Mag / +9 Wil / +1 Cun / +1 Con Changes resistances: +20% cold Changes damage: +4% all / +10% cold Mana each turn: +0.50 Spell crit. chance: +2% Mental crit. chance: +2% Talent on hit(spell): Ice Shards (15% chance level 1). The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% lightning / +7% physical / +3% darkness / +7% cold Changes resistances penetration: +15% arcane Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +22% Life regen: +4.00 Stamina each turn: +0.40 Maximum stamina: +12.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +6 Cun / +2 Con Changes resistances: +13% temporal Pinning immunity: +25% Knockback immunity: +35% Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 7 nature / 8 mind Changes stats: +15 Con / +3 Wil Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +6 Mag / +7 Con Changes resistances: +18% blight / +9% light Physical save: +14 (+5 eff.) Silence immunity: +22% Pinning immunity: +22% Life regen: +4.54 See invisible: +27 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 fire Changes stats: +5 Str / +5 Con Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +10% lightning Changes damage: +9% fire Light radius: +3 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Changes resistances: +22% darkness / +9% temporal Changes damage: +34% acid Physical save: +9 (+3 eff.) Teleport immunity: +44% Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Frostburn, causing 248 Cold damage over 5 turns. When wielded/worn: Accuracy: +22 (+6 eff.) Defense: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +5% arcane Changes damage: +9% physical / +10% cold Disease immunity: +10% Disarm immunity: +33% Confusion immunity: +20% Maximum life: +40.00 Maximum vim: +10.00 Mindpower: +5 (+1 eff.) Massive two-handed mauls. |
Whisper of Dusk (46-73 power, 9 apr) Whisper of Dusk (46-73 power, 9 apr)Requires: - Strength 20 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 54% Wil, 30% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 120% Damage (radius 2) on crit: +17 physical bleed When wielded/worn: Fatigue: -14% Changes stats: +5 Cun / +3 Dex Slows Projectiles: +14% It can be used to activate talent Dusk's Whisper (costing 14 power out of 50/50) : Effective talent level: 3.0 Power cost: 14 out of 50/50. Range: 6 Travel Speed: 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 98% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +11 (+4 eff.) Changes stats: +6 Str / +5 Dex / +4 Mag / +5 Wil / +5 Cun / +7 Con Changes damage: +3% physical Critical mult.: +12.00% Sharp, long, and deadly. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +8 Physical crit. chance: +7.0% Changes stats: +3 Str Changes resistances: +6% darkness Changes resistances penetration: +7% all Changes damage: +6% physical Sharp, long, and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 119 lightning damage (1/turn) When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +5% lightning / +7% all Changes damage: +10% lightning Sharp, long, and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
steel rapier (14-20 power, 4 apr) steel rapier (14-20 power, 4 apr)Requires: - Cunning 16 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 14.5 - 20.3 Uses stat: 84% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +4 Crit. chance: +2.0% Attack speed: 100% This is a bardic weapon. 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. |
![]() Requires: - Cunning 24 3.00 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 19.0 - 26.6 Uses stat: 84% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% This is a bardic weapon. 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. |
![]() Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 119 lightning damage (1/turn) This is a bardic weapon. When wielded/worn: Changes resistances penetration: +7% lightning Changes damage: +5% lightning Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Wasting, causing 248 Temporal damage over 5 turns. * 25% chance for lightning to strike from the target to a second target dealing 119 damage * 25% chance to afflict the target with a Burn, causing 248 Fire damage over 5 turns. Damage (Melee): +8 mind This is a bardic weapon. When wielded/worn: Physical power: +5 (+2 eff.) Changes damage: +8% temporal / +6% fire Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Bleed, causing 178 Physical damage over 5 turns. On weapon crit: * Strike your target with a blast of Light dealing 108 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 27 for the duration. Damage against: +15% Undead This is a bardic weapon. When wielded/worn: Changes damage: +17% physical Critical mult.: +16.00% Mindpower: +12 (+3 eff.) Sharp, short and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 42% * 16% chance to slow global speed by 63% * 22% chance to reduce strength, dexterity, and constitution by 33 Damage (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): 15 mind / 15 darkness Damage when hit (Melee): 4 lightning Changes resistances: +10% mind / +9% lightning Changes resistances penetration: +10% mind Changes damage: +6% blight / +20% mind / +9% darkness Talent granted: +1 Attune Mindstar Psi when hit: +2.50 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +17% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 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. |
elemental cured leather whip (12-13 power, 1 apr) elemental cured leather whip (12-13 power, 1 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 12.5 - 13.8 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 125% On weapon hit: * Create an explosion dealing 119 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +9% lightning Changes damage: +10% lightning Sharp, long and deadly. |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 18.0 - 19.8 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +7 lightning / +9 cold / +10 shocking sound When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +8% cold / +15% acid / +8% sound Changes damage: +6% lightning Movement speed: +32% Combat speed: +10% Sharp, long and deadly. |
Galeobsidian the drakeskin leather whip (55-61 power, 13 apr) Galeobsidian the drakeskin leather whip (55-61 power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 5 Base power: 55.5 - 61.1 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +13 Crit. chance: +11.0% Attack speed: 125% On weapon crit: * Sunders the enemy's armor for 5 turns. When wielded/worn: Effects on melee hit: * 22 arcane resource burn Changes stats: +11 Str / +13 Dex / +12 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +12% fire / +5% arcane / +6% cold Changes resistances penetration: +28% lightning Sharp, long and deadly. |
![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Firing range: +8 On weapon crit: * Sunders the enemy's weapon for 5 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stat: 92% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 63% * 20% chance to knock the target back 3 spaces and deal 231 physical damage Damage (Ranged): +4 arcane / +16 physical / +4 nature Damage (radius 2) on crit: +4 nature / +4 arcane Damage against: +5% Giant Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stat: 92% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +6 physical Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stat: 92% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * Drags your target 2 spaces towards you, and if they are dragged, deal extra 25% damage to them. * Create an explosion dealing 130 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 8 power out of 20/20) : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Requires: - Heavy armour training - Constitution 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +5 Dex Changes resistances: +18% sound / +8% physical / +13% darkness Changes damage: +3% cold Physical save: +10 (+3 eff.) Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +7 Wil / +2 Cun Physical save: +5 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 14 turns. A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 155.29 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 123.86 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (31% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +5 (+1 eff.) Light radius: +5 It can be used to Unleash a spray of vile gore, inflicting 163.80 Blight damage in radius 2 (based on Magic), possibly reducing creatures' strength, dexterity, and constitution by 33.0 for 3 turns Activation costs 13 power out of 30/30. 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. |
Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Cut immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Talent on hit(spell): Mudslide (10% chance level 1). It can be used to activate talent Instant Dig (costing 7 power out of 12/12) : Effective talent level: 3.0 Power cost: 7 out of 12/12. Range: melee/personal Travel Speed: instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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. |
![]() 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 106 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 8 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm flute of daylight (8-9 power, 2 apr, sound damage) elm flute of daylight (8-9 power, 2 apr, sound damage)Requires: - Dexterity 9 - Cunning 11 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 8.0 - 9.6 Uses stat: 78% Cun Damage type: Sound Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 light Damage against: +4% Undead This instrument will act as a bashing device. When wielded/worn: Changes resistances: +3% sound Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
elemental yew flute of vileness (16-19 power, 4 apr, sound damage) elemental yew flute of vileness (16-19 power, 4 apr, sound damage)Requires: - Dexterity 16 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 3 Base power: 16.0 - 19.2 Uses stat: 78% Cun Damage type: Sound Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 33 * Create an explosion dealing 119 lightning damage (1/turn) Damage (Melee): +7 blight This instrument will act as a bashing device. When wielded/worn: Changes resistances: +9% sound Changes resistances penetration: +11% lightning Changes damage: +4% lightning Mental save: +5 (+2 eff.) Mindpower: +5 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
Chekhad the elm harp (6 melee - 5.5 ranged sound damage) Chekhad the elm harp (6 melee - 5.5 ranged sound damage)Requires: - Cunning 11 Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 6 sound Damage (Ranged): 5 sound Changes resistances: +3% fire / +3% light / +3% darkness Changes damage: +9% mind Talent granted: +1 Pluck Strings Mental save: +10 (+3 eff.) Confusion immunity: +24% Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Infravision radius: +1 A small string instrument. |
elemental elm lyre (8-10 power, 1 apr, sound damage) elemental elm lyre (8-10 power, 1 apr, sound damage)Requires: - Cunning 11 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 8.0 - 10.4 Uses stat: 84% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 119 lightning damage (1/turn) This instrument will act as a bashing device. When wielded/worn: Changes resistances penetration: +6% lightning Changes damage: +7% lightning Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
elm lyre of banishment (8-11 power, 1 apr, sound damage) elm lyre of banishment (8-11 power, 1 apr, sound damage)Requires: - Cunning 11 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 8.5 - 11.1 Uses stat: 84% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Arcane energy dealing 149 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +8% Horror / +5% Demon This instrument will act as a bashing device. When wielded/worn: Talent granted: +1 Pluck Strings Critical mult.: +11.00% Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
entropic elm harp of fire (+28%) (5 melee - 7 ranged sound damage) entropic elm harp of fire (+28%) (5 melee - 7 ranged sound damage)Requires: - Cunning 11 Infused by nature Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 5 sound Damage (Ranged): 7 sound Damage when hit (Melee): 6 acid / 8 darkness Changes stats: +4 Cun Changes resistances: +28% fire Changes damage: +14% fire Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument. |
stormbringer's elm lyre of extermination (8-11 power, 1 apr, sound damage) stormbringer's elm lyre of extermination (8-11 power, 1 apr, sound damage)Requires: - Cunning 11 Infused by nature 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 8.5 - 11.1 Uses stat: 84% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 141 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (radius 2) on crit: +7 lightning / +7 cold Damage against: +6% Vermin / +6% Spiderkin This instrument will act as a bashing device. When wielded/worn: Changes resistances penetration: +6% lightning / +7% cold Talent granted: +1 Pluck Strings Critical mult.: +10.00% Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Movement speed: +22% A small string instrument, packs quite a punch. |
Breguthel the Heatoozer (10-13 power, 8 apr, sound damage) Breguthel the Heatoozer (10-13 power, 8 apr, sound damage)Requires: - Cunning 16 Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 2 Base power: 10.0 - 13.0 Uses stat: 84% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Sunders the enemy's weapon for 5 turns. Damage (Melee): +4 blight / +12 fire This instrument will act as a bashing device. When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% blight Talent granted: +2 Pluck Strings Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Melody each turn: +0.13 Maximum melody: +20.00 A small string instrument, packs quite a punch. |
Ravengrinder (9 melee - 9 ranged sound damage) Ravengrinder (9 melee - 9 ranged sound damage)Requires: - Cunning 16 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 28% Damage (Melee): 9 sound Damage (Ranged): 9 sound Damage when hit (Melee): 4 darkness Changes stats: +9 Lck / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +5% acid Talent granted: +2 Pluck Strings Physical save: +12 (+4 eff.) Spell save: +26 (+8 eff.) Mental save: +14 (+5 eff.) Maximum stamina: +23.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 6% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 21 cooldown : Effective talent level: 3.3 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 530% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 28) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. A small string instrument. |
Urthumas the ash harp (8.5 melee - 9 ranged sound damage) Urthumas the ash harp (8.5 melee - 9 ranged sound damage)Requires: - Cunning 16 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Damage (Melee): 8 sound Damage (Ranged): 9 sound Changes stats: +3 Str / +1 Dex / +3 Cun / +3 Con Changes resistances: +30% lightning / +14% mind Changes damage: +15% lightning / +14% mind Talent granted: +2 Pluck Strings Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument. |
electric yew lute of sirens (29-41 power, 3 apr, sound damage) electric yew lute of sirens (29-41 power, 3 apr, sound damage)Requires: - Willpower 16 - Cunning 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 3 It must be held with both hands. Base power: 29.5 - 41.3 Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes damage: +16% lightning / +14% sound Talents granted: +5 Song of the Siren +5 Pluck Strings Confusion immunity: +23% Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +16 (+4 eff.) Mental crit. chance: +13% Maximum melody: +64.00 A large string instrument. Blunt, long and deadly. |
warbringer's iron singing sword (15-21 power, 1 apr) warbringer's iron singing sword (15-21 power, 1 apr)Requires: - Cunning 9 - Strength 11 Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 1 It must be held with both hands. Base power: 15.0 - 21.0 Uses stats: 54% Wil, 25% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 sound This is a bardic weapon. When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +14% Mindpower: +2 (+1 eff.) A two-handed sword that converts voice into sound. |
Achievements
By Freak the Freek Bard level 1
10th Mirth 122nd year of Ascendancy at 20:48 see stats
By Freak the Freek Bard level 26
75th Dusk 122nd year of Ascendancy at 08:34 see stats
By Freak the Freek Bard level 10
26th Dusk 122nd year of Ascendancy at 06:16 see stats
By Freak the Freek Bard level 20
64th Dusk 122nd year of Ascendancy at 01:50 see stats
By Freak the Freek Bard level 21
70th Dusk 122nd year of Ascendancy at 08:31 see stats
By Freak the Freek Bard level 26
75th Dusk 122nd year of Ascendancy at 08:06 see stats
By Freak the Freek Bard level 18
62nd Dusk 122nd year of Ascendancy at 18:14 see stats
By Freak the Freek Bard level 9
23rd Dusk 122nd year of Ascendancy at 20:12 see stats
By Freak the Freek Bard level 18
58th Dusk 122nd year of Ascendancy at 21:07 see stats
By Freak the Freek Bard level 1
10th Mirth 122nd year of Ascendancy at 20:48 see stats
By Freak the Freek Bard level 1
10th Mirth 122nd year of Ascendancy at 20:48 see stats
Log
Drop some of your items.
You are no longer encumbered.
Song of Focus hits Elven blood mage for 14 sound, 4 lightning (19 total damage).
Song of Focus hits Mean looking elven guard for 15 sound, (4 blocked), 0 lightning (16 total damage).
Ce'Nisetta the elven mage's demonfire area effect hits Mean looking elven guard for (117 blocked), 31 fire (31 total damage).
Freak uses Bust Out.
Mean looking elven guard vanishes from sight.
Mean looking elven guard deactivates Secrets of the Eternals.
Mean looking elven guard uses Mental Recentering.
Mean looking elven guard is soundshocked!
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Freak switches her weapons to: sundering rough leather sling of enduring
ash flute 'Uloran'
Corpathus
psychokinetic pouch of voratun shots of corruption.
Freak uses Smash Serve.
Insidious Poison from Freak hits Mean looking elven guard for 587 sound, (117 blocked), 44 lightning, 29 sound, (7 blocked), 0 lightning (661 total damage).
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Elven blood mage hits Freak for 411 blight damage.
Freak the level 26 freek bard was tainted to death by an elven blood mage on level 3 of Dark crypt.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Mean looking elven guard is not outwitted anymore.
You carry too much--you are encumbered!
Drop some of your items.