





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Disable Challenge 1.7.6Disable Pacifist and Headhunter challenges. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). Stats uncapper for Infinite Dungeon 1.7.4 Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Berserker gets thuggery 1.7.6Berserker starts with the thuggery category. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Long Range Slings 1.7.6Makes all sling ranges longer. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. No Talent Stat Requirements 1.7.6Removes talent stat requirements Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Battleborn |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 147 / 85% |
Size | big |
Lifes / Deaths | Killed by Aromira the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 20:37 / 66Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 20:40 Killed by Yvolrassra the ogre rune-spinner at level 29 on the 10th Mirth 122nd year of Ascendancy at 20:40 Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 21:35 Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 21:35 Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 21:40 Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 21:40 Killed by Aerugalle the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 22:33 Killed by Aromira the elven blood mage at level 29 on the 10th Mirth 122nd year of Ascendancy at 22:33 Killed by Kshenz the onilug at level 29 on the 10th Mirth 122nd year of Ascendancy at 22:45 Killed by Kshenz the onilug at level 29 on the 10th Mirth 122nd year of Ascendancy at 23:31 Killed by Aerugalle the elven blood mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 00:07 Killed by Ivatta the elven warrior at level 29 on the 1st Summertide 122nd year of Ascendancy at 00:25 Killed by Aerugalle the elven blood mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 01:18 Killed by Aerugalle the elven blood mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 01:25 Killed by Kshenz the onilug at level 29 on the 1st Summertide 122nd year of Ascendancy at 01:30 Killed by Ivatta the elven warrior at level 29 on the 1st Summertide 122nd year of Ascendancy at 02:17 Killed by Aerugalle the elven blood mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 02:41 Killed by Ivatta the elven warrior at level 29 on the 1st Summertide 122nd year of Ascendancy at 02:54 Killed by Kshenz the onilug at level 29 on the 1st Summertide 122nd year of Ascendancy at 03:07 Killed by Aerugalle the elven blood mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 03:32 Killed by Kshenz the onilug at level 29 on the 1st Summertide 122nd year of Ascendancy at 04:28 Killed by Kshenz the onilug at level 29 on the 1st Summertide 122nd year of Ascendancy at 04:57 Killed by Kshenz the onilug at level 29 on the 1st Summertide 122nd year of Ascendancy at 05:56 Killed by Aerugalle the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 06:55 Killed by Ivatta the elven warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 07:50 Killed by Aromira the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 08:48 Killed by Aromira the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 08:58 Killed by Kshenz the onilug at level 30 on the 1st Summertide 122nd year of Ascendancy at 09:01 Killed by Kshenz the onilug at level 30 on the 1st Summertide 122nd year of Ascendancy at 09:04 Killed by Ivatta the elven warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 09:10 Killed by Ivatta the elven warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 10:08 Killed by Kshenz the onilug at level 30 on the 1st Summertide 122nd year of Ascendancy at 10:17 Killed by Aerugalle the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 10:31 Killed by Aerugalle the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 10:55 Killed by Aromira the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 10:58 Killed by Ivatta the elven warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 11:19 Killed by Kshenz the onilug at level 30 on the 1st Summertide 122nd year of Ascendancy at 12:21 Killed by Aromira the elven blood mage at level 30 on the 1st Summertide 122nd year of Ascendancy at 12:30 Killed by Kshenz the onilug at level 30 on the 1st Summertide 122nd year of Ascendancy at 13:21 Killed by elven cultist at level 33 on the 1st Summertide 122nd year of Ascendancy at 18:01 Killed by elven blood mage at level 34 on the 1st Summertide 122nd year of Ascendancy at 18:12 Killed by Rikas the wretchling at level 34 on the 1st Summertide 122nd year of Ascendancy at 18:22 Killed by Rnasiad the giant at level 34 on the 1st Flare 122nd year of Ascendancy at 19:02 Killed by Rnasiad the giant at level 34 on the 1st Flare 122nd year of Ascendancy at 19:41 Killed by Rnasiad the giant at level 34 on the 1st Flare 122nd year of Ascendancy at 19:57 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 07:34 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 07:41 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 07:45 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 07:53 Killed by treant at level 34 on the 4th Flare 122nd year of Ascendancy at 07:58 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:05 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:13 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:17 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:25 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:37 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:45 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:48 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 08:56 Killed by Mekatorose the shalore at level 34 on the 4th Flare 122nd year of Ascendancy at 09:04 Killed by Doomed Shade of Jackiewhitemonk at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:21 Killed by Doomed Shade of Jackiewhitemonk's temporal clone at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:23 Killed by Doomed Shade of Jackiewhitemonk at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:37 Killed by Doomed Shade of Jackiewhitemonk at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:54 Killed by Doomed Shade of Jackiewhitemonk at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:56 Killed by Doomed Shade of Jackiewhitemonk at level 106 on the 58th Dusk 122nd year of Ascendancy at 02:58 |
Primary Stats
Strength | 532 (base 155) |
Dexterity | 254 (base 155) |
Constitution | 516 (base 155) |
Magic | 153 (base 145) |
Willpower | 163 (base 152) |
Cunning | 183 (base 155) |
Resources
Mana | 1741/1741 |
Equilibrium | 76 |
Life | 11044/11044 |
Paradox | 300 |
Stamina | 763/763 |
Hate | 98/100 |
Healing Factor | 2.1973665168855 |
Regeneration | 192.13504003512 |
Speed
Mental | +269.12889482368% |
Attack | 0% |
Movement | +170.840454303% |
Spell | 0% |
Global | +189.79788806386% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 18 |
See Stealth | 33.909244508243 |
See Invisible | 33.909244508243 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 386 |
Accuracy | 127 |
Crit Chance | 421% |
APR | 302 |
Speed | 0.22 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 132 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Physical | +71% |
Arcane | +71% |
Fire | +72% |
All | +61% |
Offense: Damage Penetration
Physical | +345% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 473.90191087149 (100%) |
Defense | 131 |
Ranged Defense | 131 |
Fatigue | 0 |
Physical Save | 165 |
Spell Save | 133 |
Mental Save | 123 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Cold | + 70%( 70%) |
Arcane | + 70%( 70%) |
Fire | + 70%( 70%) |
All | +172%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 100% |
Fear Resistance | 85% |
Silence Resistance | 85% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery - bows | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Munitions | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Martial Arts | 9.70 |
| 13/5 |
| 13/5 |
| 13/5 |
| 12/5 |
Cunning / Tactical | 1.30 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cursed / Rampage | 2.60 |
| 13/5 |
| 13/5 |
| 13/5 |
| 12/5 |
Wild-gift / Sand drake aspect | 2.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Archery training | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Archery prowess | 10.00 |
| 14/5 |
| 13/5 |
| 14/5 |
| 14/5 |
Technique / Mending | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 9.70 |
| 7/5 |
| 7/5 |
| 6/5 |
| 6/5 |
Chronomancy / Bow Threading | 2.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Pugilism | 10.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Agile Combatant | 9.70 |
| 5/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Archery excellence | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Throwing knives | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Marksmanship | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Generic Talents
Cunning / Survival | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Unarmed training | 10.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Undead / Ghoul | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Combat training | 9.70 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| 2/5 |
| 29/5 |
Technique / Conditioning | 10.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cunning / Scoundrel | 1.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Race / Dwarf | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Thuggery | 10.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Fending | 9.70 |
| 12/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cunning / Lethality | 2.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Spell / Stone alchemy | 1.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cursed / Dark sustenance | 1.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Race / Battleborn | 2.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Undead / Skeleton | 2.60 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Total Thuggery |
talent | Blade Flurry |
talent | Measured Blows |
talent | Piercing Ammunition |
talent | Daunting Presence |
talent | Striking Stance |
beneficial effect | The target is surrounded by a magical shield, absorbing 3211/3211 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 65% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | Has 21 throwing knives prepared: 21 KnivesRange: 9 Net Damage: 691 - 968 Accuracy: 145 (knife) APR: 370 Crit Chance: +565% Crit mult: 578% Uses Stats: 40% Wil, 50% Cun, 70% Dex |
beneficial effect | Increases attack speed by 39%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | Jackiewhitemonk is feeding from multi-hued drake hatchling. Feeding |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The target has adopted an offensive posture. Each unarmed attack they make will trigger two follow-up attacks for 307% damage each, up to once per target, per turn. These strikes will never be critical. Pummel |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
beneficial effect | The target's skin turns to stone, granting 58 armour, 39% armour hardiness, 83 physical save and 83 spell save. Dwarven Resilience |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | The target's global speed is increased by 37%. Ghoulish Leap |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by poison gas trap. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
Equipment
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 temporal, 5 darkness, 3 nature, 3 physical 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. |
![]() stormshield rune (threshold 83; blocks 5; dur 4; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 5 times. 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Crackleweeper Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +22 Armour: +12 Defense: +15 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +10% arcane / +3% physical Changes resistances penetration: +25% lightning / +25% arcane Changes damage: +8% temporal / +8% light / +8% physical / +12% arcane / +8% darkness Critical mult.: +19.00% Mental save: +14 (+2 eff.) Confusion immunity: +24% Only die when reaching: -60.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +14 (+2 eff.) Amulets make your neck look great! |
![]() Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +7% physical Talent masteries: +0.22 Technique / Unarmed discipline +0.22 Technique / Dual weapons Combat speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Defense: +20 (+3 eff.) Damage when hit (Melee): 10 mind Changes stats: +5 Str / +7 Wil / +8 Con Changes resistances: +36% nature / +18% lightning Changes resistances penetration: +20% physical Changes damage: +15% lightning / +18% physical / +18% nature Critical mult.: +20.00% Only die when reaching: -125.98 life Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +4 Physical crit. chance: +11.0% Defense: +11 (+2 eff.) Changes stats: +7 Str / +5 Wil / +4 Cun / +14 Con Changes resistances: +18% light Changes damage: +12% mind Physical save: +12 (+2 eff.) Psi when hit: +0.56 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% light Changes damage: +10% light Physical save: +4 (+1 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 60% chance to reduce strength, dexterity, and constitution by 31 * 60% chance to reduce armor by 41% Damage when hit (Melee): 30 acid / 22 darkness / 22 blight / 22 fire / 30 light Changes resistances: +54% acid / +57% fire Changes resistances penetration: +65% blight / +35% light / +35% acid Changes damage: +27% acid / +36% fire / +48% light / +24% darkness Mental save: +12 (+2 eff.) Confusion immunity: +50% Light radius: +9 Rings make your fingers look great! |
![]() enhanced steel battleaxe of massacre (33-49 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Massive two-handed battleaxes. |
![]() stormbringer's steel greatsword (22-36 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +30 lightning / +23 cold When wielded/worn: Changes resistances penetration: +17% lightning / +19% cold Movement speed: +42% Massive two-handed swords. |
![]() truestriking stralite greatsword of erosion (49-79 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +21 nature When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Attack speed: 100% Firing range: +11 Travel speed: +601% Damage (Ranged): +56 physical / +36 arcane / +27 cold When wielded/worn: Accuracy: +55 (+8 eff.) Ammo reloads per turn: +12 Damage when hit (Melee): 20 arcane Changes stats: +26 Str / +10 Dex / +12 Con Changes resistances: +27% fire / +33% darkness / +30% nature Changes resistances penetration: +70% physical Changes damage: +32% cold Spell save: +30 (+5 eff.) Pinning immunity: +60% Psi when hit: +0.36 Maximum hate: +16.00 Mental crit. chance: +9% Defense after a teleport: +40 Resist all after a teleport: +40% New effects duration reduction after a teleport: +40% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+7 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 193 to 386 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Attack speed: 100% Firing range: +10 Travel speed: +400% When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +27.0% Armour: +4 Ammo reloads per turn: +8 Changes stats: +8 Dex / +23 Wil / +11 Cun / +23 Con Changes damage: +15% mind / +6% physical Critical mult.: +15.00% Stamina each turn: +2.00 Maximum life: +159.00 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 On weapon hit: * 29% chance to reduce strength, dexterity, and constitution by 31 Damage (Ranged): +8 blight / +16 mind Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +68 lightning / +68 cold / +4 mind / +119 fire When wielded/worn: Physical power: +12 (+1 eff.) Effects on ranged hit: * 20% chance to reduce all saves and defense by 59 Damage when hit (Melee): 34 darkness Changes stats: +18 Wil / +23 Con Changes resistances: +6% acid Changes resistances penetration: +36% lightning / +35% cold / +35% fire Changes damage: +3% acid / +9% all Grants telepathy: Demon/Major Demon/Minor Maximum life: +135.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Global speed: +16% Movement speed: +66% Healing mod.: +50% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +11 Damage (Ranged): +24 mind Damage (radius 1) on hit: +28 light Damage (radius 2) on crit: +33 blight / +57 fire When wielded/worn: Effects on ranged hit: * 33% chance to reduce strength, dexterity, and constitution by 31 Changes resistances: +21% lightning / +21% cold / +21% light Changes resistances penetration: +25% fire Changes damage: +42% lightning / +15% cold / +30% mind Global speed: +11% Slings are used to hurl stones or metal shots at your foes. |
![]() shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +155.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +18% cold Physical save: +10 (+2 eff.) Mental save: +10 (+1 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. |
![]() elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% acid / +20% physical / +20% fire / +20% cold / +15% all Changes damage: +25% acid / +22% physical / +25% fire / +20% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +15 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 2 mind Changes resistances: +2% physical Maximum encumbrance: +23 Physical save: +6 (+1 eff.) Disease immunity: +10% Cut immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +13 Fatigue: -3% Damage when hit (Melee): 6 mind Changes stats: +2 Dex Reduces incoming crit damage: 10.00% Maximum encumbrance: +23 Physical save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -10% Effects on melee hit: * 23% chance to slow global speed by 90% Changes stats: +2 Str / +4 Con Changes resistances: +13% acid / +28% cold / +30% fire / +6% nature / +15% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +50 Physical save: +13 (+2 eff.) See invisible: +12 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 20% Mag, 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 4 power out of 12/12) : Effective talent level: 6.5 Power cost: 4 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 197.65 fire damage and 185.05 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +2 Str Changes damage: +3% physical When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +19 Armour Hardiness: +12% Changes stats: +5 Str / +13 Con Changes resistances: +10% physical When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 4 power out of 30/30) : Effective talent level: 2.5 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 221.76 to 665.28 lightning damage (443.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +3 Con Changes resistances penetration: +10% fire Critical mult.: +5.00% A cap made of leather. |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +7.00 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of mail. |
![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Wil Changes resistances: +6% cold Reduces incoming crit damage: 5.00% Life regen: +2.10 Stamina each turn: +0.60 Maximum hate: +2.00 Mindpower: +10 (+1 eff.) Healing mod.: +20% A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +12 Physical crit. chance: +19.0% Armour: +51 Fatigue: +8% Changes stats: +10 Mag Changes resistances: +27% lightning / +19% physical Changes damage: +33% nature / +24% blight Talent granted: +1 Block Infravision radius: +8 See invisible: +36 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +33 Defense: +50 (+7 eff.) Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 17 acid Changes resistances: +33% light Talent granted: +1 Block Mental save: +30 (+4 eff.) Life regen: +6.79 Maximum life: +339.41 Handheld deflection devices. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 100.0 - 140.0 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * 31% chance to reduce damage dealt by 47% * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 462 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +31 mind / +12 darkness Damage (radius 1) on hit: +8 darkness / +31 mind Arrows are used with bows to pierce your foes to death. |
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![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 24.0 - 33.6 Uses stats: 65% Wil, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +1.0% Capacity: 16 Travel speed: +200% Damage (radius 1) on hit: +16 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +26 Defense: +40 (+6 eff.) Damage when hit (Melee): 20 lightning / 16 cold Changes stats: +3 Str Changes resistances: +24% lightning / +30% light / +30% nature / +27% cold / +14% arcane / +39% darkness Changes resistances penetration: +60% lightning / +45% cold Changes damage: +54% lightning / +24% cold Silence immunity: +58% Knockback immunity: +58% Teleport immunity: +58% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 90% Damage when hit (Melee): 6 lightning Changes stats: +1 Str Changes resistances: +22% nature Changes resistances penetration: +5% nature Changes damage: +8% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 21 power out of 150/150) : Effective talent level: 5.5 Power cost: 21 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 62.39 cold damage and 66.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(190 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Defense: +30 (+5 eff.) Effects on melee hit: * 23% chance to reduce armor by 41% * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +6 Str Changes resistances: +6% darkness Changes damage: +15% physical Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +20 Changes stats: +8 Str / +8 Dex Changes resistances: +15% light Changes resistances penetration: +40% physical Changes damage: +24% blight / +14% darkness / +24% acid Damage affinity(heal): +5% darkness Physical save: +30 (+4 eff.) Mana when firing critical spell: +3.41 Only die when reaching: -136.24 life Maximum vim: +50.00 Light radius: +10 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 3 cooldown : Effective talent level: 5.5 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 343.00 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 6 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 3 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 52 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1312.39 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 7 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jackiewhitemonk the Battleborn White Monk level 59
10th Flare 122nd year of Ascendancy at 17:30 see stats
By Jackiewhitemonk the Battleborn White Monk level 95
11st Dusk 122nd year of Ascendancy at 17:39 see stats
By Jackiewhitemonk the Battleborn White Monk level 57
8th Flare 122nd year of Ascendancy at 20:25 see stats
By Jackiewhitemonk the Battleborn White Monk level 81
10th Dusk 122nd year of Ascendancy at 14:05 see stats
By Jackiewhitemonk the Battleborn White Monk level 69
6th Dusk 122nd year of Ascendancy at 04:10 see stats
By Jackiewhitemonk the Battleborn White Monk level 146
52nd Haze 122nd year of Ascendancy at 20:07 see stats
By Jackiewhitemonk the Battleborn White Monk level 103
23rd Dusk 122nd year of Ascendancy at 18:50 see stats
By Jackiewhitemonk the Battleborn White Monk level 64
4th Dusk 122nd year of Ascendancy at 02:38 see stats
By Jackiewhitemonk the Battleborn White Monk level 76
7th Dusk 122nd year of Ascendancy at 00:48 see stats
By Jackiewhitemonk the Battleborn White Monk level 60
3rd Dusk 122nd year of Ascendancy at 15:51 see stats
By Jackiewhitemonk the Battleborn White Monk level 37
5th Flare 122nd year of Ascendancy at 15:02 see stats
By Jackiewhitemonk the Battleborn White Monk level 144
52nd Haze 122nd year of Ascendancy at 11:44 see stats
By Jackiewhitemonk the Battleborn White Monk level 104
23rd Dusk 122nd year of Ascendancy at 20:11 see stats
By Jackiewhitemonk the Battleborn White Monk level 86
10th Dusk 122nd year of Ascendancy at 14:11 see stats
By Jackiewhitemonk the Battleborn White Monk level 10
77th Pyre 122nd year of Ascendancy at 02:02 see stats
By Jackiewhitemonk the Battleborn White Monk level 20
4th Mirth 122nd year of Ascendancy at 01:53 see stats
By Jackiewhitemonk the Battleborn White Monk level 30
1st Summertide 122nd year of Ascendancy at 06:53 see stats
By Jackiewhitemonk the Battleborn White Monk level 40
6th Flare 122nd year of Ascendancy at 21:39 see stats
By Jackiewhitemonk the Battleborn White Monk level 50
7th Flare 122nd year of Ascendancy at 21:32 see stats
By Jackiewhitemonk the Battleborn White Monk level 132
15th Haze 122nd year of Ascendancy at 23:38 see stats
By Jackiewhitemonk the Battleborn White Monk level 35
5th Flare 122nd year of Ascendancy at 10:56 see stats
By Jackiewhitemonk the Battleborn White Monk level 111
71st Dusk 122nd year of Ascendancy at 22:03 see stats
By Jackiewhitemonk the Battleborn White Monk level 29
1st Summertide 122nd year of Ascendancy at 05:52 see stats
By Jackiewhitemonk the Battleborn White Monk level 19
4th Mirth 122nd year of Ascendancy at 01:32 see stats
By Jackiewhitemonk the Battleborn White Monk level 66
4th Dusk 122nd year of Ascendancy at 04:06 see stats
By Jackiewhitemonk the Battleborn White Monk level 13
78th Pyre 122nd year of Ascendancy at 06:19 see stats
By Jackiewhitemonk the Battleborn White Monk level 133
16th Haze 122nd year of Ascendancy at 00:01 see stats
By Jackiewhitemonk the Battleborn White Monk level 35
5th Flare 122nd year of Ascendancy at 10:56 see stats
By Jackiewhitemonk the Battleborn White Monk level 103
23rd Dusk 122nd year of Ascendancy at 18:50 see stats
By Jackiewhitemonk the Battleborn White Monk level 45
7th Flare 122nd year of Ascendancy at 07:13 see stats
By Jackiewhitemonk the Battleborn White Monk level 25
4th Mirth 122nd year of Ascendancy at 19:03 see stats
By Jackiewhitemonk the Battleborn White Monk level 54
8th Flare 122nd year of Ascendancy at 13:13 see stats