








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. 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. Additional Randart Properties 1.5.5 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: 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:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Glutton Additions 1.5.10Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Harbinger 1.5.5 Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Forbidden Cults 1.5.9Official 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.
Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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 1.5.10This 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 Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Bladebender 1.5.6 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Vor'tep 1.5.10Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Dreamelf 1.5.5 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Use Classes in All Campaigns 1.5.10As recently seen with the cults expansion, new classes are sometimes missing from addon campaigns due to load order. This addon solves that problem. It allows usage of all main campaign classes in all addon campaigns. Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Draconian |
| Class | Forge Knight |
| Level / Exp | 31 / 80% |
| Size | 3 (medium) |
| Lifes / Deaths | Killed by corrupted acidic digestor at level 13 on the 64th Dusk 122nd year of Ascendancy at 21:56 0 / 7Killed by elven blood mage at level 26 on the 26th Haze 122nd year of Ascendancy at 10:06 Killed by Voraldayathra the elven tempest at level 27 on the 27th Haze 122nd year of Ascendancy at 15:25 Killed by Gloryba the bandit at level 31 on the 1st Regrowth 123rd year of Ascendancy at 11:09 Killed by Gloryba the bandit at level 31 on the 1st Regrowth 123rd year of Ascendancy at 12:49 Killed by Gloryba the bandit at level 31 on the 1st Regrowth 123rd year of Ascendancy at 14:03 Killed by orc cryomancer at level 31 on the 1st Regrowth 123rd year of Ascendancy at 18:01 |
Primary Stats
| Strength | 65 (base 34) |
| Dexterity | 48 (base 39) |
| Constitution | 46 (base 32) |
| Magic | 35 (base 24) |
| Willpower | 32 (base 10) |
| Cunning | 33 (base 23) |
Resources
| Life | -4/1181 |
| Mana | 327/350 |
| Stamina | 292/292 |
| Healing Factor | 1.71 |
| Regeneration | 38.395770184467 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 22 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +3% |
| Physical | +25% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 66.792304923968 (86.818181818182%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 27 |
| Physical Save | 52 |
| Spell Save | 41 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 1%( 70%) |
| Blight | + 4%( 70%) |
| Physical | + 3%( 70%) |
| Cold | -7%( 70%) |
| All | -13%( 70%) |
| Lightning | + 1%( 70%) |
| Light | + 15%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 65% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 386 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Armor forging | 1.80 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| talent | Power Catalyst: Magic |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 49 life each turn. Recovery |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by multi-hued crystal. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by skeleton archer. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
| On feet | Flowerkiller (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con Stamina each turn: +0.70 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | nightwalker's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Maximum life: +43.00 Light radius: +2 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. |
| On head | reforged Steel Helm of Garkul (3 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +7% fire / +7% physical Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +33 (+12 eff.) Blindness immunity: +15% Confusion immunity: +15% Fear immunity: +15% Stamina each turn: +1.35 Maximum stamina: +47.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Barynik the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str / +2 Mag / +3 Wil Changes resistances penetration: +15% arcane Critical mult.: +20.00% Maximum stamina: +15.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Chasarion the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to corrode armour by 30% Physical save: +26 (+8 eff.) Spell save: +30 (+10 eff.) Stun/Freeze immunity: +28% Life regen: +4.00 Rings can have magical properties. |
| On fingers | gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+5 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | reforged Golden Three-Edged Sword 'The Truth' (72.5-116 power, 14 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 72.5 - 116.0 Uses stat: 145% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +14 Crit. chance: +11.0% Attack speed: 105% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (Melee): +28 lightning / +49 light / +77 darkness When wielded/worn: Changes damage: +15% acid / +15% physical Talent granted: +2 Pulverizing Auger Massive two-handed swords. |
| On hands | storm iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +3% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | reforged dwarven-steel mail armour 'Gatta' (5 def, 21.5 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +12% acid / +7% physical / +5% cold / +7% lightning / +9% fire Talent cooldown: Disengage (-1 turn) Talents granted: +1 Fiery Hands +1 Power Catalyst: Magic Allows you to breathe in: water Physical save: +21 (+7 eff.) Cut immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Life regen: +5.95 Maximum life: +239.00 Healing mod.: +14% Talent on hit(nature): Poisonous Spores (5% chance level 1). A suit of armour made of mail. |
| Cloak | restorative elven-silk cloak of fog (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +15% blight / +15% fire / +25% light / +18% nature Stealth bonus: +7 Life regen: +1.70 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
Loromnir the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 24 arcane Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane Changes resistances penetration: +10% arcane Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
masterforged steel battleaxe (37.5-56.25 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 37.5 - 56.3 Uses stat: 136% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 105% When this weapon hits: Dissolve (5% chance level 1). Damage (Melee): +11 nature When wielded/worn: Changes resistances: +3% blight / +9% fire Changes damage: +9% darkness / +8% nature Talent granted: +3 Pulverizing Auger Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Massive two-handed battleaxes. |
forged dwarven-steel battleaxe (54-81 power, 7 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 135% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +8.5% Attack speed: 105% On weapon hit: * 14% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Massive two-handed battleaxes. |
masterforged dwarven-steel battleaxe (55.5-83.25 power, 7 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 136% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +8.5% Attack speed: 105% When this weapon hits: Weakness Disease (10% chance level 3). On weapon crit: * cripple the target Damage (Melee): +28 darkness / +28 fire When wielded/worn: Physical crit. chance: +10.0% Changes damage: +15% temporal / +15% fire Talent granted: +5 Slime Spit Massive two-handed battleaxes. |
masterforged stralite battleaxe (73.5-110.25 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 73.5 - 110.3 Uses stat: 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +8 Crit. chance: +9.5% Attack speed: 105% When this weapon hits: Disperse Magic (10% chance level 3). On weapon crit: * cripple the target Damage (Melee): +28 nature / +28 light When wielded/worn: Physical crit. chance: +13.0% Changes damage: +15% light / +15% arcane Talent granted: +4 Pulverizing Auger Massive two-handed battleaxes. |
forged steel greatmaul (43.1-64.65 power, 7 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 43.1 - 64.7 Uses stat: 134% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +3.0% Attack speed: 105% When wielded/worn: Changes stats: +3 Mag / +4 Wil / +3 Cun Spellpower: +9 (+3 eff.) Massive two-handed mauls. |
forged steel greatmaul (44.6-66.9 power, 7 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 44.6 - 66.9 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +3.0% Attack speed: 105% On weapon crit: * splashes the target with acid Massive two-handed mauls. |
masterforged dwarven-steel greatmaul (73-109.5 power, 7 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: 73.0 - 109.5 Uses stat: 136% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 105% When this weapon hits: Blinding Spores (15% chance level 3). On weapon hit: * 20% chance to torment the target Damage (Melee): +11 nature / +11 darkness Burst (radius 1) on hit: +12 lightning When wielded/worn: Damage (Melee): 8 lightning Changes resistances: +12% nature Changes resistances penetration: +12% mind / +14% darkness Changes damage: +8% blight / +8% fire Talent granted: +3 Slime Spit Spell save: +36 (+12 eff.) Massive two-handed mauls. |
masterforged dwarven-steel greatsword (57.5-92 power, 7 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 57.5 - 92.0 Uses stat: 136% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +5.5% Attack speed: 105% When this weapon hits: Flame (15% chance level 5). On weapon hit: * 16% chance to cause random gloom Damage (Melee): +28 lightning / +19 mind / +28 physical When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +15% lightning / +15% acid Massive two-handed swords. |
reforged Colaryem (71-113.6 power, 17 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 71.0 - 113.6 Uses stat: 146% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +17 Crit. chance: +13.0% Attack speed: 105% Damage (Melee): +28 lightning / +28 physical When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning / +15% light / +15% blight Talent granted: +2 Ruin Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Massive two-handed swords. |
forged iron longsword (14.5-20.3 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 14.5 - 20.3 Uses stat: 104% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
forged iron longsword (19-26.6 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +4.5% Attack speed: 105% Burst (radius 1) on hit: +7 fire Sharp, long, and deadly. |
forged iron longsword (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 110% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
masterforged dwarven-steel longsword (39.5-55.3 power, 9 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 39.5 - 55.3 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +9 Crit. chance: +5.5% Attack speed: 105% When this weapon hits: Acid Breath (10% chance level 2). On weapon crit: * cripple the target Damage (Melee): +20 fire / +8 darkness / +20 arcane Damage against: +7% Living When wielded/worn: Physical crit. chance: +5.0% Changes damage: +11% light / +11% acid Talent granted: +4 Acidic Spray Sharp, long, and deadly. |
masterforged insidious iron dagger of crippling (16-20.8 power, 10 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 53% Dex, 53% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +10 Crit. chance: +6.0% Attack speed: 105% On weapon crit: * cripple the target Damage (Melee): +13 insidious poison / +6 lightning When wielded/worn: Physical crit. chance: +6.0% Changes damage: +5% fire Sharp, short and deadly. |
forged flaming steel dagger of evisceration (17-22.1 power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 53% Dex, 53% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +11 Crit. chance: +7.0% Attack speed: 105% On weapon crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing Damage (Melee): +6 lightning Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes damage: +5% physical Talent granted: +1 Pulverizing Auger Sharp, short and deadly. |
masterforged flaming steel dagger of paradox (18.5-24.05 power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 53% Dex, 53% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +11 Crit. chance: +7.0% Attack speed: 105% Damage (Melee): +5 temporal / +6 cold Burst (radius 1) on hit: +6 fire When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +4% temporal Changes damage: +5% physical Sharp, short and deadly. |
masterforged dwarven-steel dagger (25.5-33.15 power, 12 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 53% Str, 53% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 105% When this weapon hits: Flameshock (10% chance level 2). Damage (Melee): +14 darkness / +6 lightning Damage against: +11% Living When wielded/worn: Armour Hardiness: +15% Changes resistances: +1% physical Changes damage: +5% lightning / +5% mind Talent granted: +1 Flameshock Spell save: +9 (+3 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +15% Light radius: +2 Sharp, short and deadly. |
reforged Moon (39.5-51.35 power, 38 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 39.5 - 51.4 Uses stats: 53% Dex, 53% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +38 Crit. chance: +14.0% Attack speed: 109% When this weapon hits: Disperse Magic (10% chance level 1). Damage (Melee): +17 nature / +17 arcane / +20 darkness When wielded/worn: Changes damage: +10% blight / +10% fire / +10% darkness Talent granted: +1 Flameshock Light radius: -1 Sharp, short and deadly. |
reforged Spelldrinker (35.5-46.15 power, 13 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 35.5 - 46.1 Uses stats: 60% Dex, 10% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +13 Crit. chance: +11.0% Attack speed: 105% When this weapon hits: Disperse Magic (15% chance level 1). When this weapon hits: Curse of Defenselessness (15% chance level 1). Damage (Melee): +6 nature / +6 arcane When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Changes damage: +5% lightning / +5% arcane Talent granted: +1 Ruin Spell save: +12 (+4 eff.) Sharp, short and deadly. |
reforged Swordbreaker (33.5-43.55 power, 28 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 33.5 - 43.6 Uses stats: 58% Dex, 58% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +28 Crit. chance: +19.0% Attack speed: 109% When this weapon hits: Drain (15% chance level 2). Damage (Melee): +17 darkness / +17 cold When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +10% arcane / +10% fire Talents granted: +1 Dagger Block +3 Pulverizing Auger Physical save: +15 (+5 eff.) Disarm immunity: +50% Sharp, short and deadly. |
forged steel ritual blade (16-20.8 power, 11 apr) forged steel ritual blade (16-20.8 power, 11 apr)Requires: - Magic 14 - Dexterity 14 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 2 Base power: 16.0 - 20.8 Uses stats: 53% Mag, 53% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +11 Crit. chance: +6.0% Attack speed: 105% Damage (Melee): +6 fire When wielded/worn: Changes resistances penetration: +10% cold Changes damage: +5% lightning Talent granted: +2 Acidic Spray Spell crit. chance: +4% Ice block penetration: +9% Sharp, short and deadly. |
masterforged blurred dwarven-steel ritual blade of massacre (29-37.7 power, 12 apr) masterforged blurred dwarven-steel ritual blade of massacre (29-37.7 power, 12 apr)Requires: - Magic 20 - Dexterity 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 29.0 - 37.7 Uses stats: 53% Mag, 53% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 105% When this weapon hits: Cripple (10% chance level 1). Damage (Melee): +6 darkness / +6 cold Damage conversion: 12% temporal When wielded/worn: Changes damage: +10% temporal / +5% mind / +5% fire Talent granted: +1 Deadly Strikes Spell crit. chance: +6% Sharp, short and deadly. |
masterforged dwarven-steel ritual blade (23-29.9 power, 15 apr) masterforged dwarven-steel ritual blade (23-29.9 power, 15 apr)Requires: - Magic 20 - Dexterity 20 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 23.0 - 29.9 Uses stats: 53% Mag, 53% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 109% When this weapon hits: Drain (15% chance level 2). Damage (Melee): +17 lightning / +17 arcane When wielded/worn: Changes damage: +10% blight / +10% physical Talent granted: +3 Slime Spit Vim when firing critical spell: +2.00 Spell crit. chance: +6% Life leech chance: +7% Life leech: +4% Sharp, short and deadly. |
forged reinforced steel shield of mind resistance (+12%) (7.5 def, 17 armour, 25.5-30.6 power, 66 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +66 When wielded/worn: Armour: +17 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +12% mind / +6% fire Talent cooldown: Track (-2 turns) Talents granted: +3 Wing Buffet +2 Block Spell save: +14 (+5 eff.) Disarm immunity: +14% Knockback immunity: +14% Handheld deflection devices. |
masterforged flaming steel shield of lightning resistance (+17%) (7.5 def, 9 armour, 28-33.6 power, 65 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +65 Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes resistances: +17% lightning / +7% fire Talents granted: +1 Wing Buffet +2 Block Spell save: +16 (+6 eff.) Disarm immunity: +15% Knockback immunity: +15% Handheld deflection devices. |
reforged Bogminister (9 def, 9 armour, 43-51.6 power, 113.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +114 Damage (Melee): +13 acid / +8 nature When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes stats: +3 Con Changes resistances: +10% acid / +15% cold / +7% light / +25% lightning Talent cooldown: Battle Call (-1 turn) Talents granted: +3 Block +2 Phantasmal Shield Spell save: +16 (+6 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +15% Knockback immunity: +15% Psi when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) Handheld deflection devices. |
masterforged stralite shield (10.5 def, 9 armour, 68-81.6 power, 160.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +160 Damage (Melee): +10 light When wielded/worn: Armour: +9 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 12% chance to blind Changes stats: +4 Con / +4 Mag Changes resistances: +7% physical / +12% light / +7% nature Talent cooldown: Greater Weapon Focus (-2 turns) Talents granted: +4 Block +4 Repulsion Spell save: +16 (+6 eff.) Disarm immunity: +15% Knockback immunity: +15% Deflect projectiles away: +6% Handheld deflection devices. |
forged iron mail armour (3 def, 9.5 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +2% nature / +16% cold Physical save: +10 (+3 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +2.10 Maximum life: +61.00 A suit of armour made of mail. |
reforged Iron Mail of Bloodletting (4.5 def, 15.5 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +17% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Powerful Strikes (-1 turn) Physical save: +18 (+6 eff.) Cut immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Life regen: +4.55 Maximum life: +124.00 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. A suit of armour made of mail. |
forged dwarven-steel plate armour (6.5 def, 27 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +27 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +3 Cun Changes resistances: +6% lightning / +6% darkness Talents granted: +1 Repulsion Field +1 Power Catalyst: Magic Physical save: +12 (+4 eff.) Mental save: +11 (+5 eff.) Cut immunity: +14% Pinning immunity: +14% Stun/Freeze immunity: +14% Life regen: +3.60 Maximum life: +78.00 A suit of armour made of metal plates. |
masterforged enlightening dwarven-steel plate armour of spell shielding (6.5 def, 23 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +3 Cun / +3 Wil Changes resistances: +7% darkness / +6% arcane / +7% nature Talents granted: +1 Power Catalyst: Mind +3 Nature's Touch Physical save: +16 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +13 (+5 eff.) Cut immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Life regen: +4.05 Maximum life: +106.00 A suit of armour made of metal plates. |
masterforged rejuvenating stralite plate armour of lightning resistance (8.5 def, 26.5 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +8 (+4 eff.) Fatigue: +26% Changes resistances: +20% lightning / +7% physical / +7% nature Talent cooldown: Infernal Impact (-1 turn) Talents granted: +5 Burrow +1 Power Catalyst: Mind Physical save: +21 (+7 eff.) Cut immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Life regen: +7.95 Stamina each turn: +1.40 Maximum life: +149.00 A suit of armour made of metal plates. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Velorama (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 16 acid Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +21% acid Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% cold Changes damage: +10% cold A pointy cloth hat, very wizardly... |
insulating rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire A cap made of leather. |
masterforged dwarven-steel helm (3 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +4 Str Changes resistances: +7% darkness / +7% fire Talent mastery: +0.10 Technique / Combat training Talent granted: +4 Perfect Strike Physical save: +13 (+4 eff.) Mental save: +21 (+8 eff.) Blindness immunity: +15% Confusion immunity: +15% Fear immunity: +15% Stamina each turn: +1.35 Maximum stamina: +47.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Helm of the Dominated (3 def, 17 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +17 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +2 Str / +4 Mag Changes resistances: +7% lightning / +7% light Talent masteries: +0.10 Cunning / Dirty fighting +0.20 Race / Doomelf Talent granted: +4 Illuminate Mental save: +21 (+8 eff.) Blindness immunity: +15% Silence immunity: +30% Confusion immunity: +15% Fear immunity: +15% Stamina each turn: +1.35 Maximum stamina: +48.00 Spellpower: +10 (+3 eff.) Light radius: -1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 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. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+10 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 geode 4 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+12 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+12 eff.) Changes damage: +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
scorching alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +5% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (86 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
iron pickaxe of endurance (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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), 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 401.18 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 totem of thorny skin [power 16] (35/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 25] (35/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of thorny skin [power 40] (35/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.dragonbone totem of thorny skin 'Emelith' [power 83] (35/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +4 Con Changes resistances: +12% blight Changes resistances penetration: +10% physical It can be used to harden the skin for 7 turns increasing armour by 83 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sanne the Draconian Forge Knight level 22
3rd Haze 122nd year of Ascendancy at 18:27 see stats
Brave new world
Went to the Far East and took part in the war.By Sanne the Draconian Forge Knight level 31
46th Haze 122nd year of Ascendancy at 10:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sanne the Draconian Forge Knight level 8
5th Flare 122nd year of Ascendancy at 19:35 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sanne the Draconian Forge Knight level 30
40th Haze 122nd year of Ascendancy at 13:00 see stats
Exterminator
Killed 1000 creatures.By Sanne the Draconian Forge Knight level 25
18th Haze 122nd year of Ascendancy at 12:55 see stats
Level 10
Got a character to level 10.By Sanne the Draconian Forge Knight level 10
23rd Dusk 122nd year of Ascendancy at 12:54 see stats
Level 20
Got a character to level 20.By Sanne the Draconian Forge Knight level 20
79th Dusk 122nd year of Ascendancy at 17:08 see stats
Level 30
Got a character to level 30.By Sanne the Draconian Forge Knight level 30
39th Haze 122nd year of Ascendancy at 10:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sanne the Draconian Forge Knight level 13
56th Dusk 122nd year of Ascendancy at 07:59 see stats
Size matters
Did over 600 damage in one attack.By Sanne the Draconian Forge Knight level 15
75th Dusk 122nd year of Ascendancy at 17:09 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sanne the Draconian Forge Knight level 30
40th Haze 122nd year of Ascendancy at 17:16 see stats
That was close
Killed your target while having only 1 life left.By Sanne the Draconian Forge Knight level 13
64th Dusk 122nd year of Ascendancy at 21:53 see stats
The Arena
Unlocked Arena mode.By Sanne the Draconian Forge Knight level 12
47th Dusk 122nd year of Ascendancy at 05:51 see stats
The secret city
Discovered the truth about mages.By Sanne the Draconian Forge Knight level 10
25th Dusk 122nd year of Ascendancy at 21:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sanne the Draconian Forge Knight level 26
18th Haze 122nd year of Ascendancy at 23:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sanne the Draconian Forge Knight level 22
1st Haze 122nd year of Ascendancy at 19:32 see stats
Log
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the south (Gloryba the bandit - offscreen)).
Gloryba the bandit casts Plasma Bolt.
Gloryba the bandit hits Sanne for 88 lightning, 26 fire, 98 lightning, 26 fire (237 total damage).
Gloryba the bandit casts Lightning.
Gloryba the bandit's spell attains critical power!
Sanne is recovering from the damage!
Gloryba the bandit hits Sanne for 571 lightning damage.
Sanne receives 84 healing.
Sanne casts Pulverizing Auger.
Gloryba the bandit casts Liquid Lightning.
Gloryba the bandit hits Sanne for 109 cold, 141 lightning (250 total damage).
Sanne receives 84 healing.
Gloryba the bandit casts Pulverizing Auger.
Gloryba the bandit hits Sanne for 219 physical damage.
Sanne receives 84 healing.
Sanne receives 294 healing.
Orc cryomancer's Rune: Ancient Rune hits Sanne for 306 physical damage.
Orc cryomancer casts Freeze.
Orc cryomancer roars triumphantly.
Saving game...

































































































