











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Tentacle Gnomes 1.7.2An update to dao's "Let there be gnomes" to account for the addition of demented talents in Forbidden Cults. Also adds compatibility with Mr Frog's Faetouched (faerie) and HousePet's Verdant (wild-curse). Demented talents can be learned from Depravity and Corruption, faerie talents from the Supernatural, and wild-curse talents from Mind and Nature. Right now, the categories show up as options regardless of which DLC/addons you have. A more elegant coder could have avoided this, but as this does not cause any errors, explosions, or horrors, I'd say it's good enough for me. I am also considering allowing Gnomes to learn Stone Warden talents, once I figure out how to do that. https://te4.org/games/addons/tome/let-there-be-gnomes Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Inferno Race Pack 1.7.0Adds a collection of my races. Class+Race Pack 1.7.4Adds 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: Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Masterful Wanderers 1.7.4Increase Wanderers' talent masteries to 1.3x. (if you know how to remove tags from an addon listing, please let me know) Overloads adventurer.lua. Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Sholtar - mannendake's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar 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. Sholtar are not quite as powerful as other humans, recieving -2 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic talent point every 3 levels. This thoroughness, unfortunately, also leads to a 40% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. --- 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 inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Ashes of Urh'Rok 1.7.4Official 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:
Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 | Demons |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Iron Gnome |
| Class | Wanderer3in1 |
| Level / Exp | 43 / 47% |
| Size | tiny |
| Lifes / Deaths | Killed by Cyrobeth the white wolf at level 29 on the 89th Vengeance 123rd year of Ascendancy at 12:43 3 / 5Killed by Poliwyn the yaech diver at level 33 on the 94th Vengeance 123rd year of Ascendancy at 07:28 Killed by Zubimivea the naga myrmidon at level 33 on the 94th Vengeance 123rd year of Ascendancy at 17:08 Killed by glimmering elven blood mage at level 43 on the 136th Vengeance 123rd year of Ascendancy at 02:17 Killed by scintillating elven cultist at level 43 on the 136th Vengeance 123rd year of Ascendancy at 06:39 |
Primary Stats
| Strength | 46 (base 31) |
| Dexterity | 30 (base 19) |
| Constitution | 39 (base 16) |
| Magic | 38 (base 34) |
| Willpower | 40 (base 22) |
| Cunning | 50 (base 36) |
Resources
| Mana | 432/432 |
| Life | -178/1566 |
| Paradox | 300 |
| Psi | 110/110 |
| Vim | 186/186 |
| Steam | 100/100 |
| Positive | 156/156 |
| Stamina | 281/281 |
| Equilibrium | 6 |
| Healing Factor | 1.5181290055115 |
| Regeneration | 70.392179146301 |
Speed
| Mental | +15% |
| Attack | 0% |
| Movement | -30% |
| Spell | +15% |
| Global | +111.10682419754% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 49 |
| Crit Chance | 58% |
| APR | 23 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 49 |
| Crit Chance | 57% |
| APR | 10 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +30% |
| Fire | +10% |
| Nature | +24% |
| Physical | +8% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 62.08934837382 (100%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 16 |
| Physical Save | 50 |
| Spell Save | 31 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | -6%( 70%) |
| Arcane | -10%( 70%) |
| Cold | + 28%( 70%) |
| All | -16%( 70%) |
| Lightning | + 3%( 70%) |
| Temporal | -8%( 70%) |
| Physical | + 18%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 8% |
| Confusion Resistance | 29% |
| Stun Resistance | 40% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 39% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 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 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% 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 Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Avoidance | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Transcendent strikes | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Insect morph | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Voidwalker | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Blood magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mage warden | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Thermal Shield |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| talent | Dragonfly Morph |
| talent | Beyond the Flesh |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | You lay mucus where you walk. Mucus |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target has 32 increased life regeneration. Recovery |
| beneficial effect | All damage affinity increased by 8%. Dark ReignWill not die until 0 life |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 9. Bloodlust |
| beneficial effect | Reduces all incoming all damage by 93. All Psionic Shield |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. | active |
Equipment
| Psionic focus | Elamiranor (57-86 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 Base power: 57.0 - 85.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +3 Physical crit. chance: +26.0% Defense: +15 (+5 eff.) Changes stats: +3 Str / +2 Dex Critical mult.: +10.00% Massive two-handed mauls. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 72.94 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Light source | ArochakInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Wil / +4 Con Changes resistances: +3% acid / +3% cold / +6% darkness Maximum life: +59.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On feet | pair of hardened leather boots 'Cuthikan' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -11% Changes stats: +2 Str / +6 Dex Changes resistances: +7% lightning / +7% temporal Reduces incoming crit damage: 15.00% Stamina each turn: +0.80 Maximum life: +82.00 Movement speed: +20% A pair of boots made of leather. |
| Tool | Curestun [power 284] (25/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +9% blight / +9% fire / +3% cold Physical save: +15 (+5 eff.) Blindness immunity: +20% Disarm immunity: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (120 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Tool | Morningclash [power 93] (25/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Wil / +5 Cun Changes damage: +30% light Reduces incoming crit damage: 15.00% It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Mag Stun/Freeze immunity: +40% Life regen: +5.00 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | MuckreaperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +9% acid / +9% cold / +5% arcane / +9% fire Changes damage: +18% nature Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Confusion immunity: +29% Rings make your fingers look great! |
| Around neck | vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +8 (+2 eff.) Blindness immunity: +19% Life regen: +4.00 Maximum life: +34.00 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | Anmalice (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 70% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Around waist | Harykan the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +3 Dex Changes resistances: +3% physical Changes resistances penetration: +5% physical Changes damage: +8% physical Silence immunity: +10% Stun/Freeze immunity: +10% Life regen: +0.90 Mental crit. chance: +9% Healing mod.: +18% A belt that goes around your waist. |
| In off hand | plaguebringer's dwarven-steel dagger of torment (17-22 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +6 blight When wielded/worn: Disease immunity: +12% Sharp, short and deadly. |
| Cloak | Relgasus (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% * 10% chance to reduce all saves and defense by 26 Changes stats: +1 Str / +2 Con Changes resistances: +6% nature / +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Bognail' (10 def, 22 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +22 Defense: +10 (+3 eff.) Fatigue: +22% Changes stats: +6 Con Changes resistances: +10% acid / +9% physical / +8% cold / +11% fire / +20% nature / +9% lightning Changes damage: +6% nature Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 66; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 114; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 149; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 611%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 611% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 700%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 700% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 233; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 11; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. 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.blink rune (range 7; phase 16; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
shielding rune of the wizard (absorb 173; dur 3; 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: 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 173 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
HathutorimInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +9% blight / +10% fire / +5% arcane / +11% cold Maximum life: +40.00 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
gold amulet 'Hazebright'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +4 Wil Changes resistances: +6% mind Changes damage: +9% cold Psi when hit: +0.20 Mental crit. chance: +3% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.warrior's gold amulet of willpower (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +8% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Arirassra the KilnwindInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +22% cold Changes resistances penetration: +5% fire Changes damage: +11% cold / +6% fire Physical save: +9 (+3 eff.) Disarm immunity: +10% Rings make your fingers look great! |
BlindspikerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 10 physical Changes stats: +1 Dex / +5 Wil Changes resistances: +6% darkness Mental save: +10 (+5 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
Zubulranne the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +20 (+6 eff.) Effects on melee hit: * 10% chance to reduce armor by 32% Changes resistances: +22% lightning / +9% acid Changes damage: +11% lightning Rings make your fingers look great! |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.pixie's stralite ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 26 light Damage (Ranged): 15 light Changes stats: +5 Cun / +8 Mag Changes damage: +14% light Spellpower: +13 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +10.00 Maximum life: +82.00 Healing mod.: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.treant's stralite ring of misery Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 26 Damage (Melee): 12 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 26 Damage (Ranged): 16 physical Changes stats: +5 Cun Changes resistances: +9% nature / +8% blight Poison immunity: +22% Disease immunity: +14% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of massacre (42-63 power, 2 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: 42.0 - 63.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +10 (+3 eff.) Disarm immunity: +53% Massive two-handed battleaxes. |
Eagle Talon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 27% Wil, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 lightning When wielded/worn: Talent mastery: +0.20 Wild-curse / Eagle aspect Critical mult.: +10.00% Global speed: +10% A curved and sharp blade, decorated with feathers. |
Shiverfoe (14-18 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +5% blight / +10% cold Changes damage: +3% blight Disarm immunity: +24% Spellpower: +7 (+2 eff.) Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 27% Wil, 33% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
hateful steel dagger of erosion (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness / +7 nature Damage against: +7% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of rage (28-36 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+7 eff.) Changes stats: +4 Str / +3 Dex Changes damage: +9% physical Combat speed: +10% Sharp, short and deadly. |
thought-forged steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 26 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
Burning Rage (70-105 power, 6 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +100 fire burn Damage conversion: 50% dreamforge When wielded/worn: Defense: -5 (-2 eff.) Changes damage: +20% physical / +20% mind / +20% fire Critical mult.: +40.00% This stralite maul was forged with pure rage. What the rage was about is lost, but the rage still lingers. |
Daygrind (42-62 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 53% Damage (Melee): +12 darkness Damage (radius 1) on hit: +4 light Damage against: +16% Living When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +9 (+3 eff.) Changes stats: +10 Wil / +12 Con Changes resistances: +9% temporal Spell save: +3 (+1 eff.) Disarm immunity: +45% Maximum life: +44.00 Massive two-handed mauls. |
elemental iron longsword of massacre (16-23 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +6% acid Changes damage: +5% acid Sharp, long, and deadly. |
Hathotar (34-48 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 34.0 - 47.6 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +25 fire When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +9% fire Changes damage: +3% arcane / +12% acid Global speed: +1% Blunt and deadly. |
iron mace 'Emelemira' (14-19 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Mag Changes resistances penetration: +5% arcane Disarm immunity: +22% Spellpower: +15 (+5 eff.) Damage Shield penetration: +10% Blunt and deadly. |
Glarewire (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind 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% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 4 temporal Changes resistances: +6% mind Changes resistances penetration: +10% mind Talent granted: +1 Attune Mindstar Mental save: +5 (+3 eff.) Maximum psi: +19.00 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. |
thorny mindstar 'Belatira' (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind 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% When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Dex / +1 Con Changes damage: +12% physical Talent granted: +1 Attune Mindstar Physical save: +5 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+3 eff.) Stamina each turn: +2.00 Equilibrium when hit: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% See invisible: +9 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. |
cured leather sling 'Gleamobeisance'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +16 light Damage (radius 2) on crit: +4 light When wielded/worn: Changes stats: +7 Wil / +6 Cun / +7 Con Changes resistances: +3% blight Changes resistances penetration: +12% physical Spell save: +3 (+1 eff.) Maximum life: +31.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +1.20 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
Adyta the Heatstone (34-47 power, 10 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +30 (+10 eff.) Armour: +8 Defense: +13 (+4 eff.) Changes stats: +6 Str Changes damage: +9% fire Disarm immunity: +44% One-handed war axes. |
Xanethra the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances penetration: +12% physical Changes damage: +11% physical Physical save: +9 (+3 eff.) Mental save: +18 (+8 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life A belt that goes around your waist. |
hardened leather belt 'Tarrakhad'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Changes stats: +5 Str / +2 Mag / +7 Wil / +6 Con Changes resistances penetration: +10% arcane Physical save: +14 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Tarrolen (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +3 Wil / +2 Mag Changes resistances: +12% fire Poison immunity: +20% Equilibrium when hit: +0.08 Only die when reaching: -80.00 life Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Willowarc the linen cloak (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 nature Changes resistances: +6% blight / +11% cold Stun/Freeze immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Oakslice' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +4 Wil / +5 Mag Changes resistances: +9% acid / +7% all Changes damage: +6% acid / +6% darkness Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Nyrach' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% mind / +13% darkness / +9% all Changes damage: +18% blight / +9% temporal Physical save: +14 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +39 (+15 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 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. |
Elenutokath the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +4.0% Armour: +3 Changes stats: +2 Str Physical save: +6 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +39.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Unlightriver (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +11% lightning / +17% temporal / +15% blight / +20% nature / +6% acid Changes resistances penetration: +20% cold Changes damage: +15% darkness A pair of boots made of leather. |
Xanoldama the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes damage: +3% mind Stealth bonus: +6 Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mental crit. chance: +2% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets of the nighthunter (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +8 Fatigue: +5% Changes stats: +4 Cun Changes resistances: +8% darkness Mental save: +10 (+5 eff.) Maximum life: +62.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +16 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +3 Changes stats: +4 Dex Mana each turn: +0.29 Spellpower: +9 (+3 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets 'Elota' (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +14 Mag Changes resistances: +9% acid Changes damage: +9% arcane / +12% blight Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +19 arcane Damage (radius 2) on crit: +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Cyrutira (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +8 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind Critical mult.: +20.00% Mental save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-5 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Murkgasher (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +11 Str / +7 Dex Changes resistances: +12% darkness Changes resistances penetration: +10% darkness Changes damage: +9% blight It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 65.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Shineraider the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil / +1 Con Changes resistances: +16% lightning / +3% light Changes damage: +11% lightning Light radius: +2 Infravision radius: +1 See invisible: +3 A pointy cloth hat, very wizardly... |
leafwalker's hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% nature / +13% cold Allows you to breathe in: water Spell save: +6 (+3 eff.) Maximum life: +82.00 Healing mod.: +13% A cap made of leather. |
rough leather cap 'Murklace' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +12% darkness / +1% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Chargequeen' (4 def, 13 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +2 Dex / +6 Cun / +3 Con Changes resistances: +13% acid / +13% cold / +18% lightning Allows you to breathe in: water Reduces incoming crit damage: 15.00% See invisible: +9 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Blindbreak (0 def, 13 armour, 144.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Damage when hit (Melee): 8 acid Changes damage: +18% light Talent granted: +1 Block Mental save: +15 (+7 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +5.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Obsidianvein (0 def, 13 armour, 142 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Changes damage: +15% arcane Talent granted: +1 Block Psi when hit: +0.16 Mental crit. chance: +8% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.barbed quiver of elven-wood arrows of grasping (22/22, 55-77 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.0 - 77.0 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; 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: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isyvea the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +6% fire / +6% darkness / +6% mind Changes damage: +9% temporal Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Vorunn the dwarven-steel pickaxe (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +15 (+5 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Str Changes resistances: +12% acid / +12% nature / +5% arcane Changes damage: +7% nature Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Kychak' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil / +1 Cun / +2 Con Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
FogoblivionInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% cold / +6% nature Changes damage: +12% darkness Only die when reaching: -20.00 life Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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. |
Galebender the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Wil Critical mult.: +5.00% Mana each turn: +0.20 Maximum life: +42.00 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.56 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.56 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Zubetira the Bleakslice [power 55] (25/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes stats: +1 Wil Spellpower: +30 (+10 eff.) Spell crit. chance: +6% Damage Shield penetration: +10% It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Arunn the Raintide [power 48] (25/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Str / +2 Wil / +4 Cun / +7 Con Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of clairvoyance 'Arith' [power 11] (25/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% fire / +21% cold Reduces incoming crit damage: 15.00% Blindness immunity: +10% Poison immunity: +10% Disease immunity: +10% Knockback immunity: +20% Maximum life: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Rafek the Iron Gnome Wanderer3in1 level 34
101st Vengeance 123rd year of Ascendancy at 23:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rafek the Iron Gnome Wanderer3in1 level 10
72nd Vengeance 123rd year of Ascendancy at 13:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rafek the Iron Gnome Wanderer3in1 level 20
78th Vengeance 123rd year of Ascendancy at 05:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Rafek the Iron Gnome Wanderer3in1 level 30
89th Vengeance 123rd year of Ascendancy at 22:21 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Rafek the Iron Gnome Wanderer3in1 level 40
105th Vengeance 123rd year of Ascendancy at 05:29 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Rafek the Iron Gnome Wanderer3in1 level 33
92nd Vengeance 123rd year of Ascendancy at 07:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rafek the Iron Gnome Wanderer3in1 level 23
79th Vengeance 123rd year of Ascendancy at 17:42 see stats
Log
Rafek's spell attains critical power!
Crystalline elven warrior is covered in acid!
Rafek is stunned!
Rafek HEALS from physical damage!
Rafek HEALS from blight damage!
Scintillating elven cultist hits Rafek for (9 flat reduction), 452 blight, 53 healing (452 total damage) [53 healing].
Crystalline elven warrior hits Rafek for (12 to psi shield), (9 flat reduction), 10 physical, 5 healing (10 total damage) [5 healing].
Crystalline elven mage casts Earthen Missiles.
Rafek starts to bleed.
Rafek redirects the effect 'Bleeding'!
Crystalline elven warrior starts to bleed.
Rafek HEALS from physical damage!
Crystalline elven mage's Earthen Missiles hits Rafek for (29 to psi shield), (9 flat reduction), 39 physical, 11 healing, (5 to psi shield), (8 flat reduction), 0 physical, 2 healing (39 total damage) [13 healing].
Crystalline elven mage's Earthen Missiles hits Rafek for (29 to psi shield), (9 flat reduction), 39 physical, 11 healing, (5 to psi shield), (8 flat reduction), 0 physical, 2 healing (39 total damage) [13 healing].
Crystalline elven mage's Earthen Missiles hits Rafek for (29 to psi shield), (9 flat reduction), 39 physical, 11 healing, (5 to psi shield), (8 flat reduction), 0 physical, 2 healing (39 total damage) [13 healing].
Scintillating elven cultist's is no longer blazing.
Crystalline elven mage's is no longer blazing.
Scintillating elven cultist casts Soul Rot.
Scintillating elven cultist's spell attains critical power!
Bleeding from Crystalline elven mage hits Crystalline elven warrior for 8 physical damage.
Rafek receives 2 healing from Devouring flames from Rafek.
Acid Splash from Rafek hits Crystalline elven warrior for 7 acid damage.
Rafek receives 2 healing from Devouring flames from Rafek.
Rafek uses Infusion: Healing.
Rafek stops bleeding.
Rafek is free from the weakness disease.
You are no longer encumbered.
Rafek receives 151 healing from Infusion: Healing.
Rafek uses Morningclash!


























































































































































