Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Playable Naloren Race 1.4.8Adds 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. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shadow |
Class | Shadowblade |
Level / Exp | 138 / 86% |
Size | huge |
Lifes / Deaths | Killed by Black at level 138 on the 3rd Dusk 122nd year of Ascendancy at 16:29 / 1 |
Primary Stats
Strength | 5949 (base 5000) |
Dexterity | 5938 (base 5000) |
Constitution | 5916 (base 5000) |
Magic | 5936 (base 5000) |
Willpower | 5980 (base 5000) |
Cunning | 6024 (base 5000) |
Resources
Life | -4844367/58611 |
Mana | 12031/12031 |
Stamina | 10889/10889 |
Negative | 496/496 |
Healing Factor | 2.5 |
Regeneration | 5088.7031823948 |
Speed
Mental | +894.24623788699% |
Attack | 0% |
Movement | +2628.8493256152% |
Spell | +1510.3570237819% |
Global | +621.36836353521% |
Vision
Sight | 22 |
Lite | 21 |
Infravision | 95 |
See Stealth | 2049.825873761 |
See Invisible | 3824.214825407 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 54198 |
Accuracy | 594 |
Crit Chance | 5105% |
APR | 256 |
Speed | 0.10 |
Offense: Offhand
Damage | 39800 |
Accuracy | 594 |
Crit Chance | 5110% |
APR | 259 |
Speed | 0.10 |
Offense: Spell
Spellpower | 1192 |
Crit Chance | 100% |
Speed | 0.062098030761621 |
Cooldown Reduction | 100 |
Offense: Mind
Mindpower | 633 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +48% |
Offense: Damage Penetration
All | +128% |
Defense: Base
Armour (hardiness) | 3031 (100%) |
Defense | 511 |
Ranged Defense | 511 |
Fatigue | 0 |
Physical Save | 409 |
Spell Save | 472 |
Mental Save | 410 |
Defense: Resistances
All | +306%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 64% |
Silence Resistance | 30% |
Disarm Resistance | 66% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 348.49 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88740.49 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 524 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 1207 and adds 1223 arcane damage to all your hits. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 0 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 29780 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Spell (6% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 422. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 1262%, your defense is increased by 1262 and all your resistances by 1262%. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 20.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Stealth | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Temporal | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Enhancement | 20.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Duelist | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat veteran | 15.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat techniques | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Dirty fighting | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Dual techniques | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Shadow magic | 20.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Ambush | 20.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Lethality | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Phantasm | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Generic Talents
Cunning / Survival | 20.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Celestial / Hymns | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Undead / Shadow | 15.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat training | 30.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Divination | 10.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Mobility | 30.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Conveyance | 5.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blade Flurry |
talent | Hymn of Shadows |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Keen Senses |
talent | Fiery Hands |
talent | Blur Sight |
talent | Essence of Speed |
talent | Inner Power |
talent | Precise Strikes |
talent | Phantasmal Shield |
talent | Shock Hands |
talent | Premonition |
talent | Shadow Combat |
beneficial effect | You veil yourself in shadows and let them control you. While in the veil you become immune to status effects, and gain 239% all damage reduction. Each turn you blink to a nearby foe within range 27, hitting it for 820% darkness weapon damage. While this goes on you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 908.4 and stamina regeneration by 12.5. Soothing Darkness |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | Reduces fire damage received by 1692%. Premonition Shield |
beneficial effect | The target is out of phase with reality, increasing defense by 50, resist all by 40%, and reducing the duration of detrimental timed effects by 60%. Out of Phase |
beneficial effect | Improves/gives invisibility (power 1744), reducing damage dealt by 40%. Invisibility |
beneficial effect | Increases defense by 514. Mobile Defense |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
beneficial effect | The target's critical strike damage bonus is increased by 101%. Shadowstrike |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | The target's combat attack is improved by 496. Attack |
beneficial effect | Parrying melee and ranged attacks: Has a 89% chance to deflect up to 30207 damage from the next 14.6 attack(s). Parried attacks cannot crit. Parrying |
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 anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 14% of the way to your next Rank. You have killed: 56 Uniques 18 Bosses 12 Elite Bosses 11 Veterans 8 Heroics 4 Legends 5 Destroyers 2 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Flashjeer (25 def, 24 armour) Flashjeer (25 def, 24 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +23 Physical crit. chance: +12.0% Physical power: +12 (+0 eff.) Armour: +24 Defense: +25 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes stats: +6 Wil / +6 Cun / +11 Con Changes resistances: +6% lightning / +7% fire / +5% arcane / +14% cold Changes resistances penetration: +27% nature / +9% physical Changes damage: +21% lightning / +3% nature / +3% arcane Physical save: +24 (+1 eff.) Mental save: +23 (+1 eff.) Mindpower: +9 (+0 eff.) Infravision radius: +6 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 1 cooldown : Effective talent level: 90.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 10281 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Smolderclamor' dwarven lantern 'Smolderclamor'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +27 Changes stats: +10 Wil / +22 Cun / +11 Con Changes resistances: +36% blight / +6% mind / +15% lightning Changes resistances penetration: +28% all Changes damage: +15% mind / +18% fire Physical save: +15 (+0 eff.) Mental save: +20 (+1 eff.) Disarm immunity: +15% Life regen: +13.00 Psi when hit: +0.08 Maximum psi: +20.00 Mindpower: +22 (+0 eff.) Mental crit. chance: +21% Light radius: -2 Infravision radius: +18 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Magmastoker the drakeskin leather cap (0 def, 5 armour) Magmastoker the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +19 Wil / +19 Cun / +14 Con Changes resistances: +9% fire / +23% mind / +15% nature Changes resistances penetration: +10% arcane Critical mult.: +15.00% Spell save: +10 (+1 eff.) Mental save: +28 (+2 eff.) Confusion immunity: +50% Vim when firing critical spell: +2.00 Maximum life: +110.00 Maximum mana: +80.00 Maximum vim: +40.00 Spell crit. chance: +1% Mindpower: +24 (+0 eff.) Healing mod.: +29% Damage Shield penetration: +30% A cap made of leather. |
On hands | Smolderwyrd the voratun gauntlets (0 def, 33 armour) Smolderwyrd the voratun gauntlets (0 def, 33 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +44 (+2 eff.) Armour penetration: +27 Armour: +33 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 light / 15 blight / 29 darkness / 38 mind / 38 arcane Changes stats: +5 Str / +26 Dex / +19 Mag / +18 Wil / +21 Cun Changes resistances: +9% blight / +16% arcane / +28% light Changes damage: +22% light / +8% blight Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+0 eff.) Mental save: +22 (+1 eff.) Blindness immunity: +20% Silence immunity: +10% Confusion immunity: +15% Knockback immunity: +25% Only die when reaching: -60.00 life Maximum life: +160.00 Mindpower: +10 (+0 eff.) When used to modify unarmed attacks: Base power: 49.0 - 68.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +63 Armour Penetration: +35 Crit. chance: +36.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Manathrust (20% chance level 6). On weapon hit: * 30% chance to blind Damage (Melee): +33 arcane Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +15 blight It can be used to activate talent Ruined Earth, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glorunne the Obsidianspitter (dig speed 6 turns) Glorunne the Obsidianspitter (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Physical power: +10 (+0 eff.) Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +4 Dex / +2 Con Changes resistances: +12% acid / +6% fire / +9% darkness Changes resistances penetration: +20% darkness / +20% acid Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 Light radius: +1 Infravision radius: +2 Movement speed: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 1 cooldown : Effective talent level: 30.0 Power cost: 1 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +343 accuracy and allowing you to attack creatures you cannot see without penalty for the next 15 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Corpseshaper the stralite ring Corpseshaper the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +16 (+0 eff.) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 4 mind Changes stats: +8 Dex / +10 Wil / +24 Cun Changes resistances: +34% fire / +15% mind / +3% nature Changes damage: +17% fire / +15% mind / +8% all Critical mult.: +10.00% Physical save: +14 (+0 eff.) Spell save: +25 (+1 eff.) Mental save: +14 (+1 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Spellpower: +13 (+0 eff.) Mindpower: +30 (+0 eff.) Damage Shield penetration: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | Mayibrenn the Dazzleravage Mayibrenn the DazzleravagePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +62 (+2 eff.) Armour penetration: +33 Physical power: +15 (+0 eff.) Defense: +64 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 4 light / 12 mind Changes stats: +8 Mag / +24 Wil / +16 Cun / +4 Con Changes resistances: +20% blight / +12% light Changes resistances penetration: +10% physical Changes damage: +20% blight Critical mult.: +3.00% Spell save: +19 (+1 eff.) Mental save: +15 (+1 eff.) Confusion immunity: +49% Stun/Freeze immunity: +50% Life regen: +4.20 Maximum stamina: +68.00 Spellpower: +30 (+0 eff.) Mindpower: +45 (+1 eff.) Movement speed: +46% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 2 cooldown : Effective talent level: 30.0 Power cost: 2 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 170% for 5 turns. Rings can have magical properties. |
Around neck | voratun amulet 'Starbright' voratun amulet 'Starbright'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+1 eff.) Defense: +40 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 16 blight Changes stats: +10 Str / +20 Dex / +10 Wil / +8 Cun / +10 Con / +38 Lck Changes resistances: +27% temporal Changes damage: +6% light / +9% blight Blindness immunity: +39% Pinning immunity: +50% Knockback immunity: +50% Life regen: +1.50 Stamina each turn: +1.40 Mana each turn: +0.04 Mana when firing critical spell: +1.00 Maximum vim: +30.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Damage Shield penetration: +30% Reduce all damage from unseen attackers: 36% Amulets can have magical properties. |
In main hand | Adyth the Prismlace (73.5-102.9 power, 6 apr) Adyth the Prismlace (73.5-102.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 73.5 - 102.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 273 bleeding, 137% reduced healing Burst (radius 1) on hit: +20 fire / +8 temporal Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +29 (+1 eff.) Armour penetration: +45 Physical crit. chance: +45.0% Physical power: +13 (+0 eff.) Armour: +6 Defense: +21 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +4 Dex / +10 Mag / +11 Wil / +3 Cun / +4 Con Changes resistances: +12% light Changes resistances penetration: +30% lightning / +14% physical / +15% cold / +14% acid / +32% fire Changes damage: +3% light Critical mult.: +39.00% Blindness immunity: +5% Poison immunity: +25% Silence immunity: +20% Disarm immunity: +51% Pinning immunity: +20% Stun/Freeze immunity: +15% Spellpower: +15 (+0 eff.) Global speed: +6% Sharp, long, and deadly. |
Around waist | drakeskin leather belt 'Starimmortal' drakeskin leather belt 'Starimmortal'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +36.0% Physical power: +6 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 4 light Changes stats: +2 Str / +18 Dex / +3 Mag / +3 Wil / +23 Cun / +10 Lck Changes resistances: +20% acid / +6% light / +20% fire / +20% lightning / +20% cold Changes resistances penetration: +17% physical Changes damage: +23% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Trap disarming bonus: +28 Stealth bonus: +12 Physical save: +29 (+1 eff.) Life regen: +6.70 Maximum life: +70.00 Mindpower: +20 (+0 eff.) Mental crit. chance: +30% Light radius: +4 Infravision radius: +8 Healing mod.: +52% A belt that goes around your waist. |
In off hand | Brightwind the voratun ritual blade (37.5-48.75 power, 9 apr) Brightwind the voratun ritual blade (37.5-48.75 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * curse the target reducing their resistances by a third of your spellpower, for 4 turns * poisons the target, causing nature damage equal to half you spellpower per turn and reducing their damage by half your spellpower percent, for 4 turns * confuses the target with your spellpower as confusion strength for 4 turns When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 fire Changes stats: +4 Wil / +6 Mag Changes resistances: +36% temporal / +33% cold / +9% light / +6% fire Changes resistances penetration: +10% light / +11% arcane / +20% fire / +31% nature / +16% mind Changes damage: +24% lightning / +12% fire Physical save: +24 (+1 eff.) Spell save: +22 (+1 eff.) Mental save: +23 (+1 eff.) Mana each turn: +0.64 Maximum mana: +80.00 Spellpower: +27 (+0 eff.) Spell crit. chance: +24% Defense after a teleport: +80 Resist all after a teleport: +60% New effects duration reduction after a teleport: +102% Talent on hit(spell): Ooze Spit (30% chance level 12). It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 1 turns. Sharp, short and deadly. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Emelutira the elven-silk robe (10 def, 5 armour) Emelutira the elven-silk robe (10 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+0 eff.) Changes stats: +18 Str / +4 Dex / +16 Mag / +15 Wil / +8 Cun / +10 Con Changes resistances: +23% lightning / +29% darkness / +38% blight / +29% cold / +24% mind Changes damage: +36% lightning / +6% temporal / +20% light / +20% nature / +40% all / +30% physical / +24% cold / +18% arcane / +15% darkness Critical mult.: +10.00% Physical save: +48 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +66 (+3 eff.) Poison immunity: +48% Disease immunity: +48% Life regen: +12.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +194.00 Maximum mana: +110.00 Spellpower: +47 (+1 eff.) Spell crit. chance: +10% Mindpower: +6 (+0 eff.) Mental crit. chance: +8% Light radius: +3 See invisible: +18 Healing mod.: +59% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 1 power out of 50/50) : Effective talent level: 1.0 Power cost: 1 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 5503.16 to 16509.47 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Worn Glyph Worn GlyphInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% nature / +10% arcane Spell save: +5 (+0 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 1772.61 cold and 172.56 physical damage (based on Willpower) each turn and knocking opponents back, costing 2 power out of 60/60. This azure ring seems to be always moist to the touch. |
Whirlwind (10-15 power, 1 apr) Whirlwind (10-15 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
Zubonn the Duathelrace (49-63.7 power, 9 apr) Zubonn the Duathelrace (49-63.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 111% On weapon hit: * 28% chance to daze at end of turn * 28% chance to cause random gloom * 25% chance to put talents on cooldown * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +48 insidious poison / +20 mind Burst (radius 1) on hit: +4 darkness / +8 physical Burst (radius 2) on crit: +24 ice / +13 fire When wielded/worn: Accuracy: +33 (+1 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Armour: +12 Changes stats: +10 Str / +11 Dex / +4 Mag / +10 Wil / +9 Cun / +4 Con Changes resistances penetration: +12% lightning / +10% physical / +15% darkness / +12% cold / +5% fire Changes damage: +18% physical Mana each turn: +0.16 Stamina when hit: +2.00 Mana when firing critical spell: +4.00 Maximum life: +40.00 Maximum mana: +40.00 Global speed: +4% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 1 power out of 20/20) : Effective talent level: 2.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Crescent Moon's Blade (60-96 power, 22 apr) Crescent Moon's Blade (60-96 power, 22 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 5). When wielded/worn: Changes stats: +8 Mag / +4 Cun / +6 Con Changes damage: +10% cold / +10% darkness / +10% light Talent mastery: +0.20 Celestial / Wintertide Talents cooldown: Crescent Strike (-1 turn) Moonsilver Blade (-1 turn) This blade is as much sickle as it is sword, and glows with the light of the moon. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 1 power out of 8/8) : Effective talent level: 2.0 Power cost: 1 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Paint Stripper (5.5-7.15 power, 5 apr) Paint Stripper (5.5-7.15 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 5.5 - 7.2 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% acid Changes damage: +10% arcane / +10% acid Spell crit. chance: +3% Mages are strange people. |
Brightripper (2 def, 10 armour) Brightripper (2 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +18 Str / +8 Dex / +5 Wil / +4 Cun / +18 Con Changes resistances: +8% acid / +6% temporal / +38% darkness / +14% fire / +19% blight / +30% cold / +16% nature / +8% lightning Changes resistances penetration: +25% darkness / +10% arcane Changes damage: +33% darkness Talent mastery: +0.80 Technique / Combat training Critical mult.: +15.00% Stealth bonus: +34 Physical save: +22 (+1 eff.) Spell save: -44 (-2 eff.) Mental save: +11 (+1 eff.) Confusion immunity: +10% Knockback immunity: +15% Life regen: +2.20 Stamina each turn: +1.70 Mana each turn: -0.65 Only die when reaching: -50.00 life Maximum life: +82.00 Maximum vim: +10.00 Spell crit. chance: +1% Mental crit. chance: +7% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 1 power out of 30/30) : Effective talent level: 1.0 Power cost: 1 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 3781.76 to 11345.28 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% physical / +10% temporal Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 2 power out of 80/80) : Effective talent level: 3.0 Power cost: 2 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 2937.57 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 1 power out of 50/50) : Effective talent level: 2.0 Power cost: 1 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 5092.90 to 15278.69 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Timekeeper (26 def, 9 armour, 388 block) Timekeeper (26 def, 9 armour, 388 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +9 Defense: +26 (+1 eff.) Ranged Defense: +18 (+1 eff.) Fatigue: +6% Changes resistances: +32% temporal / +32% darkness / +32% blight / +32% cold / +32% arcane Talent granted: +19 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+1 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 1 power out of 30/30) : Effective talent level: 1.0 Power cost: 1 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 9329.9 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
6 agate 6 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. |
406 alchemist agate 406 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (1135 power, based on Willpower), costing 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 1 power out of 25/25) : Effective talent level: 3.0 Power cost: 1 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 147 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (57/57) Rod of Recall (57/57)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 7 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Black the Shadow Shadowblade level 18
3rd Mirth 122nd year of Ascendancy at 09:14 see stats
By Black the Shadow Shadowblade level 46
9th Mirth 122nd year of Ascendancy at 12:51 see stats
By Black the Shadow Shadowblade level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Black the Shadow Shadowblade level 20
3rd Mirth 122nd year of Ascendancy at 10:23 see stats
By Black the Shadow Shadowblade level 30
9th Mirth 122nd year of Ascendancy at 11:43 see stats
By Black the Shadow Shadowblade level 40
9th Mirth 122nd year of Ascendancy at 12:23 see stats
By Black the Shadow Shadowblade level 50
9th Mirth 122nd year of Ascendancy at 13:27 see stats
By Black the Shadow Shadowblade level 12
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Black the Shadow Shadowblade level 98
5th Flare 122nd year of Ascendancy at 18:29 see stats
By Black the Shadow Shadowblade level 12
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Black the Shadow Shadowblade level 12
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Black the Shadow Shadowblade level 138
3rd Dusk 122nd year of Ascendancy at 16:29 see stats
By Black the Shadow Shadowblade level 14
3rd Mirth 122nd year of Ascendancy at 06:51 see stats
By Black the Shadow Shadowblade level 12
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Black the Shadow Shadowblade level 22
9th Mirth 122nd year of Ascendancy at 05:59 see stats
By Black the Shadow Shadowblade level 18
3rd Mirth 122nd year of Ascendancy at 09:14 see stats
By Black the Shadow Shadowblade level 18
3rd Mirth 122nd year of Ascendancy at 09:14 see stats
Log
Blade Flurry hits Giant green ant for 10212 lightning damage.
Blade Flurry hits Giant yellow ant for 180 fire, 10212 lightning, 21 blight (10413 total damage).
Blade Flurry hits Giant acid ant for 12 temporal, 216 fire, 216 fire, 12254 lightning, 130 fire, 21 blight (12849 total damage).
Blade Flurry hits Giant yellow ant for 180 fire, 10212 lightning, 21 blight (10413 total damage).
Blade Flurry hits Giant black ant for 385 fire, 21742 lightning, 60 blight (22187 total damage).
Blade Flurry hits Giant army ant for 10 temporal, 180 fire, 180 fire, 10212 lightning, 108 fire, 21 blight (10711 total damage).
Blade Flurry hits Giant army ant for 216 fire, 12254 lightning, 25 blight (12496 total damage).
Blade Flurry hits Queen Ant for 0 light, 168 light, 37166 lightning, 60 blight, 12 physical, 768 darkness, 72015 fire, 146 arcane, 97 mind, 130403 darkness, 29 temporal, 385 fire, 385 fire, 21742 lightning, 575851 physical (839226 total damage).
Blade Flurry hits Giant ice ant for 180 fire, 10212 lightning, 21 blight (10413 total damage).
Black hits Giant green ant for 180 fire damage.
Black hits Giant yellow ant for 180 fire, 10 temporal, 180 fire, 180 fire, 21 blight (572 total damage).
Black hits Giant acid ant for 12 temporal, 216 fire, 216 fire, 148048 mind, 72 light, 20947 lightning, 21 blight, 5 physical, 366 darkness, 40509 fire, 60 arcane, 62 mind, 62242 darkness, 12 temporal, 216 fire, 216 fire, 99665 mind (372887 total damage).
Black hits Giant yellow ant for 180 fire, 10 temporal, 180 fire, 180 fire, 21 blight (572 total damage).
Black hits Giant black ant for 180 fire, 74258 mind, 60 light, 17456 lightning, 21 blight, 4 physical, 366 darkness, 33758 fire, 50 arcane, 52 mind, 62242 darkness, 385 fire, 60 blight (188893 total damage).
Black hits Giant army ant for 10 temporal, 180 fire, 180 fire, 123983 mind, 60 light, 17456 lightning, 21 blight, 4 physical, 366 darkness, 33758 fire, 50 arcane, 63 mind, 63722 darkness, 12 temporal, 186 fire, 186 fire, 103516 mind, 72 light, 18020 lightning, 26 blight, 5 physical, 375 darkness, 34883 fire (397135 total damage).
Black hits Giant army ant for 216 fire, 12 temporal, 216 fire, 216 fire, 25 blight (686 total damage).
Black hits Queen Ant for 880259 light, 168 light, 37166 lightning, 60 blight, 12 physical, 768 darkness, 72015 fire, 146 arcane, 97 mind, 130403 darkness, 29 temporal, 385 fire, 385 fire (1121892 total damage).
Black hits Giant ice ant for 180 fire, 10 temporal, 180 fire, 180 fire, 21 blight (572 total damage).
Black is slowing down.
Black is speeding up.
Black killed Giant army ant!
Black killed Giant acid ant!
Black killed Queen Ant!
Black casts Shadowstep.
Black performs a melee critical strike against Giant ice ant!
You collect a new ingredient: ice ant stinger (1).
Black performs a melee critical strike against Giant ice ant!
Black shrugs off the critical damage!
New Achievement: Take you with me (Madness (Roguelike) difficulty) (Uniques)!
Saving game...