











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Weapon Schematics for Tinkers at Birth 1.5.5Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC. Based on a suggestion by Mel. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Improved Auto-explore and Rest 1.7.2Quality 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.7.0Allows 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. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Embers of Rage 1.7.0Official 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 1.7.0Combines 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Sea Knight |
| Level / Exp | 36 / 7% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 45 (base 31) |
| Dexterity | 61 (base 33) |
| Constitution | 50 (base 45) |
| Magic | 88 (base 60) |
| Willpower | 70 (base 42) |
| Cunning | 53 (base 39) |
Resources
| Life | 561/1366 |
| Essence | 97/100 |
| Equilibrium | 10 |
| Flow | 519/972 |
| Healing Factor | 1.3943423928621 |
| Regeneration | 162.6827582993 |
Speed
| Mental | 0% |
| Attack | +24% |
| Movement | +20% |
| Spell | +24% |
| Global | +155.07159452396% |
Vision
| Sight | 15 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 1 |
| ESP Range | 15 |
| ESP Kinds | humanoid/human |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 82 |
| Crit Chance | 35% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 35% |
| Speed | 0.80645161290323 |
| Cooldown Reduction | 24 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 26% |
| Speed | 0.80645161290323 |
Offense: Damage Bonus
| Physical | +7% |
| Darkness | +7% |
| Light | +5% |
| Temporal | +16% |
| Nature | +14% |
| Arcane | +12% |
| Cold | +49% |
| All | 0% |
Offense: Damage Penetration
| Physical | +24% |
| All | +12% |
| Arcane | +32% |
| Cold | +84% |
| Nature | +104% |
Defense: Base
| Armour (hardiness) | 37 (78%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 92 |
| Mental Save | 83 |
Defense: Resistances
| Acid | + 49%( 80%) |
| Blight | + 7%( 60%) |
| Arcane | + 45%( 80%) |
| Cold | +100%(110%) |
| All | + 19%( 80%) |
| Darkness | + 23%( 80%) |
| Light | + 23%( 80%) |
| Temporal | + 35%( 80%) |
| Physical | + 29%( 80%) |
| Lightning | + 41%( 80%) |
| Fire | + 64%( 80%) |
| Nature | +100%(110%) |
Defense: Immunities
| Disarm Resistance | 33% |
| Bleed Resistance | 87% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
| Stun Resistance | 15% |
| Poison Resistance | 87% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle Dancer | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Healing Waters | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Riptide | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / One With the Sea | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Technique / Flexible Combat Training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Weapon Supremacy | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Arcana | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Eldritch Combat |
| talent | Weapondance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Damage is leaking through your wards, causing you to take 441 damage over the duration, though this may not be distributed evenly. Ward Burn |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The character's Essence regeneration increases by 2. Essence Surge |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | Increases global speed by 35%. Elemental Harmony |
| beneficial effect | The target has 70 increased life regeneration. Recovery |
| beneficial effect | Detects creatures of type humanoid/human in radius 15. Overseer of Nations |
| detrimental effect | The target is within an illuminating aura, reducing its stealth and invisibility power by 72. Aura Lit |
| beneficial effect | The target has absorbed excess healing power, restoring 9.00 life per turn. Rejuvenation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by Bethorin the orc warrior. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by Poluwyn the minotaur. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 167. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | BechakCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 42% Changes stats: +6 Mag / +6 Wil / +5 Con Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aneran the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +5% lightning / +5% temporal / +5% light / +3% fire / +5% nature / +5% acid / +5% blight / +5% cold / +5% darkness Changes resistances penetration: +20% arcane Changes damage: +12% arcane Critical mult.: +10.00% Equilibrium when hit: +0.70 Psi when hit: +1.10 Hate when hit: +1.30 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +17.00 Maximum life: +60.00 Healing mod.: +15% Rings make your fingers look great! |
| On fingers | gold ring 'Boltbrawn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Dex / +6 Mag / +5 Wil / +8 Cun Changes resistances: +12% lightning Spell save: +3 (+0 eff.) Mana when firing critical spell: +2.00 Spellpower: +25 (+6 eff.) Mindpower: +8 (+2 eff.) Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | voratun longsword 'Cobrawend' (153% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +49 (+10 eff.) Armour penetration: +20 Defense: +11 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Changes resistances penetration: +12% physical / +20% nature / +12% all Disarm immunity: +33% Sharp, long, and deadly. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+2 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 0% Str, 0% Dex, 170% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 162.97 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Koryderach the voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Magic 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 15 acid / 20 fire Damage when hit (Melee): 12 acid / 13 fire Changes stats: +3 Mag Changes resistances: +17% acid / +52% fire Critical mult.: +20.00% Spell crit. chance: +3% Damage Shield penetration: +20% A suit of armour made of mail. |
| Cloak | Quenchbrawn the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Cun / +6 Dex Changes resistances: +15% acid / +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Tuludor the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Changes stats: +7 Mag Changes resistances: +15% temporal Changes resistances cap: +4% all Changes damage: +5% light / +16% temporal / +7% darkness / +7% physical Physical save: +16 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 89; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 89.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 125; dur 6; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 125 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 77; dur 5; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 77 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of mastery (0.15 Technique / Weapon Supremacy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.15 Technique / Weapon Supremacy Confusion immunity: +22% Amulets make your neck look great! |
steel amulet 'Grinigund'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Mag Critical mult.: +10.00% Physical save: +9 (+2 eff.) Stamina each turn: +1.00 Maximum stamina: +30.00 Amulets make your neck look great! |
copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 36 Damage (Melee): 6 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 36 Damage (Ranged): 6 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
rogue's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +23.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Xovena the Winterbloom (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +12% cold Changes damage: +20% fire / +6% cold Talent granted: +1 Command Staff Physical save: +16 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +24 (+5 eff.) Poison immunity: +20% Disarm immunity: +20% Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood starstaff of channeling (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower: +26 (+6 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging elven-wood magestaff of power (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Emelyrin the Glimmerkiller (131% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +7 Con / +8 Wil Changes resistances: +3% light Changes resistances penetration: +15% darkness / +5% light Changes damage: +9% light Disarm immunity: +32% Maximum life: +29.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel waraxe of torment (119% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +10 blight When wielded/worn: Disease immunity: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Charged Focus (100% power, 24 apr, lightning damage) Requires: - Magic 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 0% Wil, 130% Mag, 0% Cun Damage type: Lightning Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level.thorny mindstar 'Chamirab' (96% power, 24 apr, nature damage) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 0% Wil, 130% Mag, 0% Cun Damage type: Nature Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 arcane Damage (radius 1) on hit: +20 temporal When wielded/worn: Physical crit. chance: +3.0% Defense: +30 (+10 eff.) Changes resistances penetration: +25% physical Talent granted: +1 Attune Mindstar Physical save: +4 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.Daywither Requires: - Magic 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 blight Damage (radius 2) on crit: +21 lightning / +36 cold When wielded/worn: Changes resistances: +6% blight / +20% light Changes resistances penetration: +26% lightning / +26% cold / +5% light / +25% blight Spellpower on spell critical (stacks up to 3 times): +4 Movement speed: +50% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.swiftstrike yew longbow of dexterity (+5) Requires: - Magic 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Travel speed: +200% When wielded/worn: Changes stats: +5 Cun / +6 Dex Changes resistances penetration: +11% physical Combat speed: +10% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% all Changes resistances penetration: +5% temporal / +7% physical Changes damage: +12% temporal / +7% physical Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's cashmere robe of frost (+24%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all / +24% cold Changes damage: +16% cold / +9% light / +9% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +13% mind / +13% all Physical save: +13 (+3 eff.) Spell save: +14 (+2 eff.) Mental save: +32 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gurin (8 def, 8 armour)Requires: - Heavy armour training - Magic 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +7 Str / +1 Wil Changes resistances: +13% blight / +16% physical / +29% darkness / +9% mind Physical save: +11 (+2 eff.) Only die when reaching: -20.00 life Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Glimmerresolve the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Str / +5 Dex / +4 Wil / +4 Cun Changes resistances: +3% mind Changes resistances penetration: +25% light / +15% cold Changes damage: +15% mind Physical save: +10 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +12 (+2 eff.) A belt that goes around your waist. |
Gissra (0 def, 8 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): 5 lightning / 5 physical Changes stats: +3 Wil Changes resistances: +6% lightning Changes damage: +4% lightning / +3% physical / +3% blight Life regen: +4.00 Stamina each turn: +0.50 Mana when firing critical spell: +2.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 0% Dex, 0% Cun, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +6 lightning / +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 0% Cun, 0% Str, 170% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level.Pyrelady (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 blight Changes stats: +4 Mag / +4 Con Changes resistances: +7% blight Changes resistances penetration: +10% mind / +5% fire Changes damage: +11% blight / +6% fire / +8% arcane / +24% mind Physical save: +24 (+5 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +41% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 0% Cun, 0% Str, 170% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +13 arcane / +6 physical Damage (radius 2) on crit: +10 arcane / +11 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
This item will automatically be transmogrified when you leave the level.79 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Toxinstrike the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +18% acid / +6% fire Changes resistances penetration: +10% mind / +5% acid Changes damage: +3% nature Psi when hit: +0.08 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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 Activation costs 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Arbel the Higher Sea Knight level 35
58th Haze 122nd year of Ascendancy at 10:40 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Arbel the Higher Sea Knight level 34
55th Haze 122nd year of Ascendancy at 10:28 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Arbel the Higher Sea Knight level 30
32nd Haze 122nd year of Ascendancy at 21:02 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Arbel the Higher Sea Knight level 35
61st Haze 122nd year of Ascendancy at 06:29 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Arbel the Higher Sea Knight level 23
22nd Haze 122nd year of Ascendancy at 22:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Arbel the Higher Sea Knight level 23
22nd Haze 122nd year of Ascendancy at 22:34 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arbel the Higher Sea Knight level 32
45th Haze 122nd year of Ascendancy at 15:07 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arbel the Higher Sea Knight level 31
41st Haze 122nd year of Ascendancy at 09:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arbel the Higher Sea Knight level 10
1st Mirth 122nd year of Ascendancy at 14:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Arbel the Higher Sea Knight level 20
11st Haze 122nd year of Ascendancy at 13:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Arbel the Higher Sea Knight level 30
32nd Haze 122nd year of Ascendancy at 10:28 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Arbel the Higher Sea Knight level 19
78th Dusk 122nd year of Ascendancy at 10:29 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Arbel the Higher Sea Knight level 29
32nd Haze 122nd year of Ascendancy at 03:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Arbel the Higher Sea Knight level 26
28th Haze 122nd year of Ascendancy at 20:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Arbel the Higher Sea Knight level 10
2nd Mirth 122nd year of Ascendancy at 04:29 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Arbel the Higher Sea Knight level 10
3rd Mirth 122nd year of Ascendancy at 14:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Arbel the Higher Sea Knight level 26
29th Haze 122nd year of Ascendancy at 06:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Arbel the Higher Sea Knight level 14
2nd Summertide 122nd year of Ascendancy at 08:38 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Arbel the Higher Sea Knight level 33
54th Haze 122nd year of Ascendancy at 16:34 see stats
Log
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Arbel uses Dancing Flurry.
Eldritch Combat performs a melee critical strike against Arbel's shadow simulacrum!
Eldritch Combat performs a melee critical strike against Arbel's shadow simulacrum!
Arbel performs a melee critical strike against Arbel's shadow simulacrum!
Arbel performs a melee critical strike against Arbel's shadow simulacrum!
Arbel's shadow simulacrum is recovering from the damage!
Arbel hits Arbel's shadow simulacrum for (20 delayed), (85 washed away), (8 shrugged off), 29 physical, (4 delayed), (4 washed away), (0 shrugged off), 2 nature, 0 arcane, (5 washed away), (0 shrugged off), 2 fire, (4 delayed), (1 washed away), (0 shrugged off), 2 acid, (60 delayed), 0 physical, (8 delayed), (0 shrugged off), 1 cold, (4 delayed), 0 lightning, 0 arcane, (4 delayed), (0 shrugged off), 3 fire, (4 delayed), (0 shrugged off), 3 acid, (64 delayed), (9 shrugged off), 34 physical, (8 delayed), (0 shrugged off), 1 cold, (4 delayed), (0 shrugged off), 1 lightning, 0 arcane, (4 delayed), (0 shrugged off), 3 fire, (4 delayed), (0 shrugged off), 3 acid, (68 delayed), (8 shrugged off), 30 physical, (4 delayed), 0 cold, (4 delayed), (0 shrugged off), 1 lightning, 0 arcane, (4 delayed), (0 shrugged off), 3 fire, (4 delayed), 0 acid, (28 delayed), 0 physical, (4 delayed), 0 cold, (4 delayed), (0 shrugged off), 1 lightning, 0 arcane, (4 delayed), 0 fire, (4 delayed), (0 shrugged off), 3 acid (123 total damage).
Eldritch Combat hits Arbel's shadow simulacrum for (180 delayed), (27 shrugged off), 93 physical, (8 delayed), (0 shrugged off), 3 nature, 0 arcane, (4 delayed), 0 fire, (4 delayed), (0 shrugged off), 3 acid, (4 delayed), (0 shrugged off), 1 nature, (216 delayed), (13 shrugged off), 46 physical, (4 delayed), 0 nature, 0 arcane, (4 delayed), (0 shrugged off), 3 fire, (4 delayed), (0 shrugged off), 3 acid, (4 delayed), (0 shrugged off), 1 nature, (124 delayed), 0 physical, (4 delayed), (1 shrugged off), 5 nature, 0 arcane, (4 delayed), 0 fire, (4 delayed), (0 shrugged off), 3 acid (161 total damage).
Eldritch Combat hits Forest troll for 7 nature, 7 nature (14 total damage).
Melee retaliation hits Arbel for (0 prevented), (0 shrugged off), 3 acid, (0 prevented), (0 shrugged off), 3 fire, (0 prevented), (0 shrugged off), 2 cold, 0 acid, 0 fire, 0 cold, (0 prevented), (0 shrugged off), 3 acid, (0 prevented), (0 shrugged off), 3 fire, 0 cold, (0 prevented), (0 shrugged off), 3 acid, 0 fire, 0 cold, (0 prevented), (0 shrugged off), 3 acid, 0 fire, 0 cold, (0 prevented), (0 shrugged off), 3 acid, (0 prevented), (0 shrugged off), 3 fire, 0 cold, (0 prevented), (0 shrugged off), 3 acid, (0 prevented), (0 shrugged off), 3 fire, (0 prevented), (0 shrugged off), 2 cold, 0 acid, (0 prevented), (0 shrugged off), 3 fire, (0 prevented), (0 shrugged off), 2 cold (37 total damage).
Your dancing weapon counter-attacks!
Arbel is recovering from the damage!
Eroded from Arbel hits Cave troll for 14 nature, 18 cold (32 total damage).
Eroded from Arbel hits Forest troll for 13 nature, 18 cold (31 total damage).
Melee retaliation hits Arbel for (0 prevented), (0 shrugged off), 3 acid, (8 delayed), (4 prevented), (5 shrugged off), 19 light, 0 acid, (4 delayed), (5 prevented), (5 shrugged off), 21 light (43 total damage).
Glorinne the venom drake hatchling's light area effect hits Arbel for (16 delayed), 0 light (0 total damage).
Talent Pure Waters is ready to use.
Arbel's shadow simulacrum casts Erosion Burst.
Talent Born into Magic is ready to use.
Melee retaliation hits Arbel's shadow simulacrum for (1 shrugged off), 5 acid, (0 shrugged off), 4 cold, (1 shrugged off), 4 fire, (1 shrugged off), 5 acid, (0 shrugged off), 4 cold, (1 shrugged off), 4 fire (25 total damage).
Arbel hits Arbel for (61 shrugged off), 214 Ward Burn, (15 shrugged off), 52 Ward Burn (266 total damage).
On guard hits Arbel for (55 prevented) damage.
Arbel's shadow simulacrum hits Arbel's shadow simulacrum for (44 shrugged off), 154 Ward Burn (154 total damage).
Arbel's shadow simulacrum hits Arbel for (4 delayed), (2 shrugged off), 10 physical, (4 delayed), (0 shrugged off), 1 cold, (0 shrugged off), 3 lightning, 0 arcane, 0 fire, (4 delayed), (0 shrugged off), 0 acid (15 total damage).
Weapondance hits Arbel for (12 delayed), 0 physical, (4 delayed), 0 nature, 0 arcane, (0 shrugged off), 4 fire, (4 delayed), (0 shrugged off), 0 acid (4 total damage).
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Arbel casts Raise Barrier.































































