
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Store Restocker 1.5.5Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 17 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Necromancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:23 / 73Killed by skeleton assassin at level 4 on the 78th Pyre 122nd year of Ascendancy at 07:13 Killed by skeleton assassin at level 4 on the 78th Pyre 122nd year of Ascendancy at 07:38 Killed by skeleton assassin at level 4 on the 78th Pyre 122nd year of Ascendancy at 07:51 Killed by skeleton assassin at level 4 on the 78th Pyre 122nd year of Ascendancy at 08:08 Killed by degenerated skeleton warrior at level 4 on the 78th Pyre 122nd year of Ascendancy at 11:15 Killed by degenerated skeleton warrior at level 4 on the 78th Pyre 122nd year of Ascendancy at 11:28 Killed by skeleton warrior at level 4 on the 79th Pyre 122nd year of Ascendancy at 10:31 Killed by skeleton magus at level 4 on the 79th Pyre 122nd year of Ascendancy at 17:46 Killed by Jorrmu the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 00:05 Killed by Jorrmu the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 00:18 Killed by Jorrmu the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 00:30 Killed by Harrekeli the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 00:51 Killed by Jorrmu the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 01:03 Killed by Froia the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 01:22 Killed by Jamwia the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 19:46 Killed by Usibo the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 20:02 Killed by Walinld the halfling at level 5 on the 7th Flare 122nd year of Ascendancy at 20:17 Killed by Raila El'Jil at level 12 on the 25th Dusk 122nd year of Ascendancy at 08:13 Killed by Nerulrana the rogue at level 12 on the 28th Dusk 122nd year of Ascendancy at 08:26 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 12:58 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 13:45 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 14:32 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 15:16 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 16:09 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 17:09 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 17:57 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 18:42 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 19:31 Killed by Mayawen the large brown snake at level 12 on the 29th Dusk 122nd year of Ascendancy at 21:39 Killed by Emeloma the Guardian at level 13 on the 58th Dusk 122nd year of Ascendancy at 19:07 Killed by Ivura the Guardian at level 13 on the 59th Dusk 122nd year of Ascendancy at 05:41 Killed by slaver at level 13 on the 5th Haze 122nd year of Ascendancy at 03:29 Killed by ritch flamespitter at level 14 on the 8th Haze 122nd year of Ascendancy at 05:09 Killed by Inadmu the halfling at level 14 on the 10th Haze 122nd year of Ascendancy at 22:16 Killed by ultimate gwelgoroth at level 14 on the 11st Haze 122nd year of Ascendancy at 13:24 Killed by gwelgoroth at level 14 on the 11st Haze 122nd year of Ascendancy at 14:03 Killed by greater gwelgoroth at level 14 on the 11st Haze 122nd year of Ascendancy at 14:26 Killed by Deuima the human at level 14 on the 14th Haze 122nd year of Ascendancy at 09:59 Killed by Raila El'Jil at level 14 on the 24th Haze 122nd year of Ascendancy at 12:16 Killed by Sandworm Queen at level 14 on the 24th Haze 122nd year of Ascendancy at 15:47 Killed by Orforve the human at level 15 on the 38th Haze 122nd year of Ascendancy at 23:22 Killed by Breaeil the human at level 15 on the 41st Haze 122nd year of Ascendancy at 22:21 Killed by Cebr the human at level 15 on the 42nd Haze 122nd year of Ascendancy at 08:44 Killed by Rmoai the human at level 15 on the 42nd Haze 122nd year of Ascendancy at 09:55 Killed by Rmoai the human at level 15 on the 42nd Haze 122nd year of Ascendancy at 10:32 Killed by Dooon the human at level 15 on the 47th Haze 122nd year of Ascendancy at 03:18 Killed by skeleton mage at level 15 on the 48th Haze 122nd year of Ascendancy at 23:17 Killed by skeleton mage at level 15 on the 48th Haze 122nd year of Ascendancy at 23:40 Killed by cold drake hatchling at level 16 on the 52nd Haze 122nd year of Ascendancy at 01:28 Killed by snow giant boulder thrower at level 16 on the 52nd Haze 122nd year of Ascendancy at 02:05 Killed by snow giant boulder thrower at level 16 on the 52nd Haze 122nd year of Ascendancy at 03:35 Killed by cold drake at level 16 on the 52nd Haze 122nd year of Ascendancy at 05:54 Killed by Harkor'Zun at level 16 on the 52nd Haze 122nd year of Ascendancy at 06:41 Killed by Harkor'Zun at level 16 on the 52nd Haze 122nd year of Ascendancy at 07:22 Killed by Harkor'Zun at level 16 on the 52nd Haze 122nd year of Ascendancy at 07:59 Killed by snow giant thunderer at level 16 on the 52nd Haze 122nd year of Ascendancy at 10:29 Killed by snow giant thunderer at level 16 on the 52nd Haze 122nd year of Ascendancy at 13:39 Killed by giant lightning ant at level 16 on the 52nd Haze 122nd year of Ascendancy at 14:58 Killed by Velathra the chitinous spider at level 16 on the 52nd Haze 122nd year of Ascendancy at 15:27 Killed by Velathra the chitinous spider at level 16 on the 52nd Haze 122nd year of Ascendancy at 16:02 Killed by snow giant boulder thrower at level 16 on the 53rd Haze 122nd year of Ascendancy at 11:33 Killed by snow giant thunderer at level 16 on the 53rd Haze 122nd year of Ascendancy at 12:02 Killed by Betalrawe the snow giant chieftain at level 16 on the 53rd Haze 122nd year of Ascendancy at 12:26 Killed by snow giant at level 16 on the 53rd Haze 122nd year of Ascendancy at 12:46 Killed by snow giant at level 16 on the 53rd Haze 122nd year of Ascendancy at 13:23 Killed by Betalrawe the snow giant chieftain at level 16 on the 53rd Haze 122nd year of Ascendancy at 13:48 Killed by Betalrawe the snow giant chieftain at level 16 on the 53rd Haze 122nd year of Ascendancy at 14:31 Killed by Betalrawe the snow giant chieftain at level 16 on the 53rd Haze 122nd year of Ascendancy at 15:01 Killed by ultimate telugoroth at level 17 on the 54th Haze 122nd year of Ascendancy at 08:11 Killed by Chronolith Twin at level 17 on the 56th Haze 122nd year of Ascendancy at 02:10 Killed by Chronolith Twin at level 17 on the 56th Haze 122nd year of Ascendancy at 02:35 Killed by Chronolith Twin at level 17 on the 56th Haze 122nd year of Ascendancy at 03:26 |
Primary Stats
| Strength | 50 (base 30) |
| Dexterity | 32 (base 17) |
| Constitution | 50 (base 24) |
| Magic | 29 (base 29) |
| Willpower | 11 (base 10) |
| Cunning | 15 (base 13) |
Resources
| Life | 647/647 |
| Positive | 98/98 |
| Healing Factor | 1.6727272727272 |
| Regeneration | 9.5216219301961 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 27 |
| Crit Chance | 17% |
| APR | 8 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Lightning | +27% |
| Light | +19% |
| Mind | +9% |
| Darkness | +15% |
| Physical | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 43.08934837382 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 31 |
| Fatigue | 28 |
| Physical Save | 34 |
| Spell Save | 21 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 18%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 37%( 70%) |
| Cold | + 40%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
| Disarm Resistance | 47% |
| Bleed Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 43.60 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Cuthukan (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Con Changes resistances: +3% physical Physical save: +13 (+6 eff.) Mental save: +15 (+7 eff.) Blindness immunity: +20% Knockback immunity: +10% Heals friendly targets nearby when you use a nature summon: +10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Betesenne (17/17, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Ranged): +38 acid Arrows are used with bows to pierce your foes to death. |
| Light source | 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 (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Olidunador' (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +3% Changes stats: +6 Dex / +2 Con Changes damage: +9% mind / +9% physical Maximum stamina: +25.00 A cap made of leather. |
| On hands | Darkgrit the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +2 Damage (Melee): 7 lightning Changes resistances: +7% lightning Changes damage: +6% lightning Life regen: +1.00 Stamina each turn: +0.60 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Earohir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Cun / +2 Dex Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 See invisible: +9 Rings can have magical properties. |
| On fingers | Arcwreck the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +21% lightning Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +26.00 Rings can have magical properties. |
| Around neck | DemonsliceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 darkness Changes resistances penetration: +20% darkness Changes damage: +6% nature / +15% darkness Life regen: +1.30 Amulets can have magical properties. |
| In main hand | Gebar the stralite waraxe (39.5-55.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +9.0% Physical power: +13 (+4 eff.) Armour: +4 Changes stats: +6 Dex Changes resistances: +5% arcane Cut immunity: +15% One-handed war axes. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield (6 def, 2 armour, 19-22.8 power, 36 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +36 On weapon hit: * 12% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 15 acid Talent granted: +2 Block Handheld deflection devices. |
| Cloak | linen cloak 'Scaldravager' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 fire Changes resistances: +13% cold / +12% nature / +6% fire Changes damage: +9% nature / +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salabretha the Glarestriker (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to blind Changes resistances: +13% blight / +13% nature / +9% mind Changes damage: +9% light Reduced damage from: +7% Unnatural Light radius: +1 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 230 over 5 turns)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 47; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 46; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 5; power 47; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (404% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 404% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (387% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 387% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (90 cold damage; freeze 3 turns with power 46)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: 20 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 90.00 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 46 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength 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. |
shielding rune of the titan (absorb 240 for 4 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: 18 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 240 damage for 4 turns. Its effects scale with your Constitution 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. Press to compare to your current inscriptions Press to compare to your current inscriptions |
teleportation rune (range 30)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. 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. |
SerpentsearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Str Changes resistances penetration: +25% nature / +5% mind Changes damage: +9% nature / +6% mind Amulets can have magical properties. |
rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +4 (+2 eff.) Changes stats: +2 Cun Spellpower: +5 (+2 eff.) Mindpower: +8 (+7 eff.) Rings can have magical properties. |
gold ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 53.85 physical damage to all targets in line, and inflicting bleeding for another 26.92 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Penitence (15-18 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+8 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash starstaff 'Glerin' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +9% blight Changes resistances penetration: +8% darkness Changes damage: +15% darkness / +6% arcane Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Disease immunity: +5% Silence immunity: +10% Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +30.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of channeling (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.11 Spellpower: +20 (+5 eff.) Spell crit. chance: +3% See invisible: +9 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Silenor the Ebonyspitter (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +19 mind When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +9% darkness Changes damage: +12% darkness Infravision radius: +2 See invisible: +9 Massive two-handed mauls. |
dwarven-steel greatmaul 'Dairohir' (40-60 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +2.0% Armour: +2 Defense: +15 (+7 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +1% physical Disarm immunity: +53% Massive two-handed mauls. |
River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.97 cold damage and 4.32 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Eilinuba (27-37.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Wil Changes resistances penetration: +15% arcane Changes damage: +12% arcane Spellpower: +4 (+1 eff.) One-handed war axes. |
Scorpionmaim the mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 18 fire Changes resistances: +15% nature / +10% fire Changes resistances penetration: +4% fire Changes damage: +9% nature / +5% fire Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Global speed: +1% 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. |
Chargenoon (15/15, 24-28.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +36 lightning Burst (radius 1) on hit: +24 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
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 (+7 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 20.64 to 25.80 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. |
Boltbore (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +22% lightning / +6% light Changes damage: +9% lightning A suit of armour made of mail. |
Blazebrawn (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +3 Dex / +4 Mag / +3 Cun / +3 Con Changes resistances: +18% fire Reduces incoming crit damage: 15.00% Physical save: +14 (+6 eff.) Mental save: +13 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
5 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
5 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. |
5 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. |
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
121 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 182 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Venomjeer (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances: +3% nature Changes damage: +6% nature Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Maximum psi: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
elm wand of trap destruction 'Gledhewyn' [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% arcane Spell save: +12 (+6 eff.) Vim when firing critical spell: +4.00 Maximum mana: +20.00 Spell crit. chance: +2% It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 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. |
Achievements
Exterminator (Exploration mode)
Killed 1000 creatures.By Raila El'Jil the Ghoul Sun Paladin level 16
52nd Haze 122nd year of Ascendancy at 03:31 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Raila El'Jil the Ghoul Sun Paladin level 10
21st Dusk 122nd year of Ascendancy at 05:19 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Raila El'Jil the Ghoul Sun Paladin level 13
50th Dusk 122nd year of Ascendancy at 01:05 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Raila El'Jil the Ghoul Sun Paladin level 13
6th Haze 122nd year of Ascendancy at 02:07 see stats
Log
Chronolith Clone increases local gravity.
Chronolith Clone is pinned to the ground.
Chronolith Twin's gravity area effect hits Raila El'Jil for 29 physical damage.
Chronolith Clone casts Energy Absorption.
Raila El'Jil's Dig is disrupted by the Energy Absorption!
Raila El'Jil's Path of the Sun is disrupted by the Energy Absorption!
Chronolith Clone causes an earthquake.
Chronolith Twin's gravity area effect hits Raila El'Jil for 36 physical damage.
Talent Dig is ready to use.
Talent Path of the Sun is ready to use.
Chronolith Clone casts Entropy.
Raila El'Jil is caught in an entropic field!
Chronolith Twin's gravity area effect hits Raila El'Jil for 36 physical damage.
Raila El'Jil deactivates Chant of Fortress.
Chronolith Clone casts Rune: Invisibility.
Chronolith Clone vanishes from sight.
Chronolith Clone slows down.
Chronolith Twin's gravity area effect hits Raila El'Jil for 37 physical damage.
Raila El'Jil the level 17 ghoul sun paladin was maimed to death by Chronolith Twin on level 4 of Temporal Rift.
Raila El'Jil is free from the entropy.
Raila El'Jil speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Chronolith Twin's gravity area effect killed Raila El'Jil!
Saving done.
Talent Weapon of Wrath is ready to use.



















































































