
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. 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. Half-Cost Category Mastery 1.3.1 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Pepper Pack 1.5.2Adds 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. Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Additional Randart Properties 1.4.9 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. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. More Taints 1.5.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Crug's Tooltip Width 1.5.0Tooltip width is all New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Track Training 1.1.0A small addon that simply adds a training shop to Last Hope, where you can purchase Field Control. 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. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Quick Fix for Celestials 1.5.0-- Fixed as of 1.5.1 -- Celestial/Hymns and Celestial/Chants are bugged so that they require 0, 4, 5, 6 previous abilities in that tree. 1.3.0: Chant/Hymn being affected by their relevant category should now be working (with hopefully no side-effects) -> The chant/hymn's stats are based on whichever has the higher effective level between "Chant/Hymn Acolyte" and the hymn/chant in question. --> This means that if you're effective level 3.2 (4/5 talent points) in Chant Acolyte and grab a level of an individual chant from an escort, the chant's stats should be based off your effective level 4.0 chant. ---> In the same example, if you grab another level (so you're now 5/5) in Chant Acolyte, you should be able to get effective level 4.8 in that chant (It's not possible to choose the chant if you're already 5/5 in that chant when choosing an escort reward though) --> For Celestials who start with extra mastery in Chants/Hymns, this means that if you get an extra level in the chant from an escort it may not change the stats at high levels of Chant Acolyte ---> 6/5 chant talent becomes effective level 6 (1.00 mastery). 5/5 Chant Acolyte becomes effective level 6.5 (1.30 mastery). Therefore the extra level doesn't really matter. ----> In this example, the extra level is only really useful at level 3 Chant Acolyte or lower (4.0 vs 3.9) Small fix to Chant of Fortitude's description function 1.2.1: Previous upload was broken, fixed 1.2.0: Thanks to Felix on the Steam Workshop page for the helpful comment Reverted changes to Chant/Hymn category Fixed display of Chant Acolyte's values 1.1.0: Fixed the Armor Hardiness display in the levelup page to correctly display its true value (15%) Chants and Hymns should now scale with Mastery in their associated talent trees 1.0.0: Base patch, includes the basic fix to Celestial/Chants and Celestial/Hymns trees Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Arcanum Tweak 1.4.9Arcanum classes with spells/force use spells/aegis instead. More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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. Classic UI Buff Removal 1.3.1Allows the player to remove beneficial effects with a left click in classic ui. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Dremling Horror Race 1.5.2There aren't enough subtypes of dwarf so here are some Horrible dwarves. 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: QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 22 / 71% |
Size | medium |
Lifes / Deaths | Killed by Xanyrin the large brown snake at level 17 on the 69th Dusk 122nd year of Ascendancy at 00:12 0 / 6Killed by Glelaith the weaver young at level 21 on the 38th Haze 122nd year of Ascendancy at 13:00 Killed by Aeressra the mountain troll at level 22 on the 39th Haze 122nd year of Ascendancy at 16:23 Killed by Bethybeth the gwelgoroth at level 22 on the 39th Haze 122nd year of Ascendancy at 17:15 Killed by Bethybeth the gwelgoroth at level 22 on the 39th Haze 122nd year of Ascendancy at 17:29 Killed by skeleton magus at level 22 on the 40th Haze 122nd year of Ascendancy at 14:50 |
Primary Stats
Strength | 36 (base 13) |
Dexterity | 53 (base 41) |
Constitution | 41 (base 10) |
Magic | 15 (base 10) |
Willpower | 16 (base 10) |
Cunning | 77 (base 51) |
Resources
Life | -100/597 |
Stamina | 4/163 |
Psi | 106/106 |
Healing Factor | 1.3603791469195 |
Regeneration | 0.34009478672986 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 10 |
Offense: Barehand
Damage | 85 |
Accuracy | 58 |
Crit Chance | 49% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 34 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 19 |
Mental Save | 32 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 50% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 27% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: Vine LassoUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 40.80 physical damage per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Magic 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 497% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
detrimental effect | The target is on fire, taking 51.21 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The target is recovering 21 life each turn. Recovery |
beneficial effect | The target's combat attack and crit chance are improved by 36 and 18%, respectively. Perfect control |
beneficial effect | Countering melee attacks: Has a 19% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | 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 Horned Horror. * 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 Possessed. | 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. * 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. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. * '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 focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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 vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Cloudstinger (0 def, 1 armour) Cloudstinger (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning / 12 fire Changes resistances: +12% lightning Changes damage: +6% lightning / +6% fire Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Quiver | Scorpionsaw the quiver of ash arrows (20/20, 118% power, 7 apr) Scorpionsaw the quiver of ash arrows (20/20, 118% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Turns elapse between self-loadings: 6 When this weapon hits: Slime Spit (5% chance level 3). On weapon hit: * Slows global speed by 40% * 21% chance to cause random gloom Damage (Ranged): +12 nature / +12 mind Burst (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. |
On hands | Cyralralaith (0 def, 2 armour) Cyralralaith (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 6 nature / 6 cold Changes stats: +2 Wil Changes resistances: +7% nature / +6% cold Changes resistances penetration: +5% blight Changes damage: +3% nature / +5% cold Reduces incoming crit damage: 5.00% Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +27% When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +5 ice / +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Cuthimakhad the iron helm (0 def, 3 armour) Cuthimakhad the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 physical Changes stats: +2 Dex / +3 Wil / +2 Cun / +3 Con Spell save: +3 (+2 eff.) Stamina each turn: +0.60 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Plaguecrack the iron pickaxe (dig speed 39 turns) Plaguecrack the iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +4 Str Light radius: +2 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ulusin the Dawngrinder Ulusin the DawngrinderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Con Changes resistances: +26% nature Changes damage: +13% nature Infravision radius: +3 Life leech chance: +15% Life leech: +10% Rings can have magical properties. |
On fingers | steel ring 'Galyhir' steel ring 'Galyhir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +2 Cun / +2 Con Changes resistances: +9% lightning / +3% fire / +3% darkness Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | steel amulet 'Bethinne' steel amulet 'Bethinne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 8 physical Changes stats: +8 Dex / +5 Mag Cut immunity: +50% Maximum stamina: +15.00 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+6 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Tarrotorain the Phlegmbone Tarrotorain the PhlegmboneInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +3% nature Changes damage: +6% acid / +9% nature Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +7 See invisible: +7 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. |
Cloak | Galagafast the linen cloak (7 def, 0 armour) Galagafast the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical power: +4 (+1 eff.) Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +25% physical Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Arekira the Flametrencher Arekira the FlametrencherInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +9 Cun / +1 Wil Physical save: +5 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 17%; cure physical)wild infusion (resist 17%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 132 for 5 turns)shielding rune of the wizard (absorb 132 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 at most 132 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. steel amulet 'Runeblek'steel amulet 'Runeblek' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +3 Con Changes resistances: +10% physical Changes resistances penetration: +20% physical Critical mult.: +15.00% Stamina each turn: +0.50 Healing mod.: +15% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Cureglean the steel ringCureglean the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Cun Changes resistances: +3% nature Grants telepathy: Dragon Humanoid/Orc Talent mastery: +0.10 Technique / Conditioning Spellpower: +7 (+6 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. RhyfangRhyfang Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -14% Reduces incoming crit damage: 10.00% Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +26.00 See invisible: +21 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Elenuromileg the Skymight (111% power, 3 apr, physical element)Elenuromileg the Skymight (111% power, 3 apr, physical element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 lightning When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 7% chance to blind Damage when hit (Melee): 8 lightning Changes resistances penetration: +15% lightning Changes damage: +12% arcane / +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Filthhue the ash vilestaff (111% power, 3 apr, blight element)Filthhue the ash vilestaff (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Damage when hit (Melee): 12 nature Changes damage: +15% blight / +9% nature Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Life regen: +0.60 Maximum life: +40.00 Spellpower: +6 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Gachik the Airnull (111% power, 3 apr, blight element)Gachik the Airnull (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 mind When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +15% blight / +21% lightning Talent granted: +1 Command Staff Spellpower: +13 (+9 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 17.51 to 21.01 blight damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Kyrerach the ash magestaff (111% power, 3 apr, cold element)Kyrerach the ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Lifesteal (this weapon only): +3% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes stats: +3 Str / +3 Wil Changes damage: +9% arcane / +15% cold Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Light radius: +2 Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Iveyathra' (117% power, 3 apr, fire element)ash magestaff 'Iveyathra' (117% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +16 acid When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage when hit (Melee): 12 acid Changes resistances: +1% physical Changes damage: +18% fire Talent granted: +1 Command Staff Critical mult.: +6.00% Spellpower: +9 (+7 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Bleakraptor the steel battleaxe (124% power, 2 apr)Bleakraptor the steel battleaxe (124% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Random elemental explosion Damage (Melee): +12 mind When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +13% acid / +14% fire / +16% cold / +16% lightning Changes damage: +12% darkness / +12% mind Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Faledraroddadin (118% power, 2 apr)Faledraroddadin (118% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 120% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +37 insidious poison / +8 physical When wielded/worn: Armour: +6 Changes stats: +2 Con Changes resistances: +3% physical Changes damage: +12% physical Physical save: +20 (+9 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Betotira the steel greatsword (125% power, 2 apr)Betotira the steel greatsword (125% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +10 cold / +4 physical When wielded/worn: Changes stats: +1 Dex Life regen: +0.20 Combat speed: +20% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Sparkhue' (129% power, 2 apr)steel greatsword 'Sparkhue' (129% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Damage when hit (Melee): 20 acid / 8 lightning Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +20% acid Changes damage: +12% acid Spellpower: +12 (+8 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blue-steel trident of phasing (113% power, 15 apr)blue-steel trident of phasing (113% power, 15 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% Damage Shield penetration (this weapon only): +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Ivykira the Gloomknight (104% power, 12 apr)Ivykira the Gloomknight (104% power, 12 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +23% When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 fire Changes resistances: +12% darkness / +27% fire Changes resistances penetration: +10% darkness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel rapier (113% power, 4 apr)balanced steel rapier (113% power, 4 apr) Requires: - Cunning 16 Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Power: 113% Range: 1.4x Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Crit. chance: +2.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +21% 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. |
This item will automatically be transmogrified when you leave the level. Delegogahir (118% power, 3 apr)Delegogahir (118% power, 3 apr) Requires: - Magic 14 - Constitution 14 Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Power: 118% Range: 1.4x Uses stats: 50% Mag, 50% Con Damage type: Mind Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +2 Str Grants telepathy: Dragon Talent masteries: +0.20 Technique / Mobility +0.10 Technique / Combat veteran Reduces incoming crit damage: 15.00% Spellpower: +6 (+5 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Beloma (118% power, 3 apr)Beloma (118% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +2 Dex Changes resistances: +6% cold Light radius: +3 See invisible: +15 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Getoregoradan (102% power, 3 apr)Getoregoradan (102% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 mind / +11 cold When wielded/worn: Changes stats: +2 Wil / +2 Con / +4 Lck Infravision radius: +3 See invisible: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Veloralle (110% power, 3 apr)Veloralle (110% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +30 insidious poison When wielded/worn: Changes stats: +8 Wil Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +3.00 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (107% power, 3 apr)steel waraxe (107% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. This is a bardic weapon. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Kilnknight' (83% power, 18 apr, mind damage)vined mindstar 'Kilnknight' (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Damage when hit (Melee): 8 fire Reduces incoming crit damage: 15.00% Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Light radius: +3 Infravision radius: +3 See invisible: +6 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Xerabeth' (85% power, 18 apr, nature damage)vined mindstar 'Xerabeth' (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Spatial Tether (5% chance level 1). Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 4 sound Changes stats: +3 Wil Changes resistances: +4% sound Changes damage: +12% temporal Mental save: +9 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. Erelytir the Radiancewrither (109% power, 1 apr)Erelytir the Radiancewrither (109% power, 1 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Power: 109% Range: 1.2x Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 125% On weapon hit: * 7% chance to inflict 15% damage reduction * 40% chance to blind * 20% chance to curse the target When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% fire Changes damage: +12% light Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Long and lethal. |
This item will automatically be transmogrified when you leave the level. cured leather whip (100% power, 1 apr)cured leather whip (100% power, 1 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: weapon / whip ; tier 2 Power: 100% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Disarm (3% chance level 2). A long, leather whip. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Cutheran'ash longbow 'Cutheran' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 2) on crit: +2 acid When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +2 Mag / +1 Wil Changes resistances: +18% acid Changes damage: +3% acid Grants telepathy: Dragon Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of powermighty cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +11% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Strikewell' (21/21, 118% power, 7 apr)quiver of ash arrows 'Strikewell' (21/21, 118% power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +16 lightning Burst (radius 1) on hit: +12 arcane / +8 lightning Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. steel shield 'Noonspitter' (6 def, 2 armour, 39 block)steel shield 'Noonspitter' (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes resistances: +18% lightning Talent granted: +2 Block Light radius: +3 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Ereluyabers the Skyvagrant (0 def, 0 armour)Ereluyabers the Skyvagrant (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 20 lightning Changes resistances: +19% acid Changes resistances penetration: +10% lightning Changes damage: +13% acid / +12% mind / +6% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Hanydar the Pustaint (0 def, 0 armour)Hanydar the Pustaint (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid / 8 nature Changes resistances penetration: +5% acid / +20% nature Changes damage: +6% acid Melody each turn: +0.14 Maximum melody: +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Harorasus the woollen robe (0 def, 0 armour)Harorasus the woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances: +20% arcane Changes resistances penetration: +15% arcane Mental save: +19 (+9 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.33 to 44.16 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of frost (+19%) (0 def, 0 armour)slimy woollen robe of frost (+19%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Changes resistances: +19% cold Changes damage: +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Zerobers' (0 def, 6 armour)woollen robe 'Zerobers' (0 def, 6 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +6 Changes resistances: +12% mind / +6% temporal Changes damage: +12% mind Maximum stamina: +15.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Dusksear (5 def, 10 armour)Dusksear (5 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Cun / +5 Dex Changes resistances: +6% arcane / +12% darkness Changes resistances penetration: +25% darkness / +20% arcane A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Dageromirach the steel mail armour (2 def, 6 armour)Dageromirach the steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +8 Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun / +9 Wil Physical save: +12 (+6 eff.) Mental save: +14 (+7 eff.) See invisible: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Thunderlash the steel plate armour (4 def, 9 armour)Thunderlash the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 lightning / 12 blight Changes resistances: +18% sound / +12% lightning Changes damage: +18% blight / +12% lightning A suit of armour made of metal plates. |
rough leather belt 'Velath' rough leather belt 'Velath'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +5% blight Changes resistances penetration: +10% temporal Changes damage: +15% temporal Healing mod.: +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emavea the cashmere cloak (2 def, 12 armour) Emavea the cashmere cloak (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +4 Wil Changes resistances: +15% cold / +3% physical Reduces incoming crit damage: 5.00% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Rhobers' (0 def, 1 armour) pair of rough leather boots 'Rhobers' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil / +3 Cun / +2 Con Changes resistances: +6% lightning / +6% temporal / +6% blight / +9% acid A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)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.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 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. |
This item will automatically be transmogrified when you leave the level. 57 alchemist agate57 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / blue ; 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. |
Ivonor the iron pickaxe (dig speed 38 turns) Ivonor the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +3 Dex / +2 Mag / +10 Wil Grants telepathy: Demon/Minor Demon/Major When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin 'Abysspain' [power 32] (30/20 cooldown)ash totem of thorny skin 'Abysspain' [power 32] (30/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +30% fire Changes resistances penetration: +25% fire Changes damage: +6% darkness It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Zubabremira the Scorpionbliss [power 36] (30/15 cooldown)Zubabremira the Scorpionbliss [power 36] (30/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 20 nature Changes resistances: +6% lightning Changes resistances penetration: +25% nature Talent granted: +2 Void Blast Talent on hit(mindpower): Poisonous Spores (10% chance level 1). It can be used to disarm traps (36 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
This item will automatically be transmogrified when you leave the level. Belatta the Phoenixmire (98% power, 3 apr, physical damage)Belatta the Phoenixmire (98% power, 3 apr, physical damage) Requires: - Dexterity 11 - Cunning 16 Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 2 Power: 99% Range: 1.2x Uses stats: 30% Dex, 60% Cun Damage type: Physical Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +12 acid This instrument will act as a bashing device. When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Damage when hit (Melee): 8 fire Changes resistances: +6% sound Changes resistances penetration: +20% acid / +6% physical Changes damage: +6% acid Mental save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
This item will automatically be transmogrified when you leave the level. ash harp 'Gunemavon' (10 melee - 8 ranged sound damage)ash harp 'Gunemavon' (10 melee - 8 ranged sound damage) Requires: - Cunning 16 Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 10 sound Damage (Ranged): 8 sound Changes resistances: +3% physical / +9% arcane / +9% darkness Talent granted: +2 Pluck Strings Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Disease immunity: +5% Cut immunity: +10% Stun/Freeze immunity: +34% Life regen: +3.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A small string instrument. |
This item will automatically be transmogrified when you leave the level. Camihir (118% power, 2 apr, physical damage)Camihir (118% power, 2 apr, physical damage) Requires: - Willpower 11 - Cunning 16 Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Power: 119% Range: 1.4x Uses stats: 20% Wil, 80% Cun Damage type: Physical Mastery: Instrument Mastery Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Talent granted: +3 Pluck Strings Mental save: +30 (+12 eff.) Mindpower: +14 (+7 eff.) Mental crit. chance: +12% Heals friendly targets nearby when you use a nature summon: +40 Melody each turn: +0.24 Maximum melody: +28.00 A large string instrument. Blunt, long and deadly. |
Achievements
By Git the Cornac Brawler level 13
32nd Dusk 122nd year of Ascendancy at 16:37 see stats
By Git the Cornac Brawler level 22
40th Haze 122nd year of Ascendancy at 13:46 see stats
By Git the Cornac Brawler level 10
5th Dusk 122nd year of Ascendancy at 00:48 see stats
By Git the Cornac Brawler level 20
10th Haze 122nd year of Ascendancy at 15:21 see stats
By Git the Cornac Brawler level 14
53rd Dusk 122nd year of Ascendancy at 08:37 see stats
By Git the Cornac Brawler level 17
68th Dusk 122nd year of Ascendancy at 12:04 see stats
By Git the Cornac Brawler level 21
37th Haze 122nd year of Ascendancy at 18:50 see stats
By Git the Cornac Brawler level 18
70th Dusk 122nd year of Ascendancy at 23:25 see stats
By Git the Cornac Brawler level 12
22nd Dusk 122nd year of Ascendancy at 04:25 see stats
Log
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 25 cold damage.
Barrow wight's glacial vapour area effect hits Skeleton magus for 25 cold damage.
Barrow wight's glacial vapour area effect hits Skeleton magus for 25 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 5 cold damage.
Git is not stunned anymore.
Git has recovered!
Talent Flurry of Fists is ready to use.
Talent Combination Kick is ready to use.
Talent Spinning Backhand is ready to use.
Talent Dream Walk is ready to use.
Git receives 29 healing.
Burning from Skeleton magus hits Git for (15 resist armour), 36 fire (36 total damage).
Skeleton magus casts Manathrust.
Skeleton magus hits Git for (15 resist armour), 97 arcane (97 total damage).
Git lashes out with a spinning backhand.
Git slows down.
Git misses Armoured skeleton warrior.
Barrow wight's glacial vapour area effect hits Ghoul for (10 to ice), 15 cold (15 total damage).
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 25 cold damage.
Barrow wight's glacial vapour area effect hits Skeleton magus for 25 cold damage.
Barrow wight's glacial vapour area effect hits Git for (15 resist armour), 6 cold (6 total damage).
Barrow wight's glacial vapour area effect hits Skeleton magus for 25 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 5 cold damage.
Ghoul is free from the ice.
Bleeding from Git hits Ghoul for (1 to ice), 1 physical (1 total damage).
Skeleton magus casts Manathrust.
Saving game...