










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Some bugfixes for 1.7.3 1.7.3 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Hotkeys Toolbar Scroll Lock 1.7.0Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. 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: 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:
Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Items Vault 1.7.0Donators/Buyers bonus! Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Improved Adventurer 1.7.2Allows 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Steamsaws now work with shield egos 1.7.4Steamsaws now work with shield egos. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 36 / 90% |
Size | medium |
Lifes / Deaths | Killed by Gytira the Guardian at level 36 on the 29th Stralite 123rd year of Ascendancy at 13:32 / 1 |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 25 (base 14) |
Constitution | 107 (base 60) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 44 (base 30) |
Resources
Life | -183/1709 |
Stamina | 14/218 |
Healing Factor | 2.105340567427 |
Regeneration | 48.565042440622 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 31.719706428051 |
See Invisible | 31.719706428051 |
Offense: Mainhand
Damage | 175 |
Accuracy | 45 |
Crit Chance | 63% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Mind | +6% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Nature | +28% |
Temporal | +10% |
Lightning | +5% |
Arcane | +10% |
Acid | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 95.08934837382 (96.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 42 |
Physical Save | 70 |
Spell Save | 52 |
Mental Save | 48 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 40%( 70%) |
Physical | + 35%( 70%) |
Mind | + 20%( 70%) |
All | + 15%( 70%) |
Lightning | + 20%( 70%) |
Light | + 29%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 32%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Pinning Resistance | 30% |
Poison Resistance | 0% |
Knockback Resistance | 100% |
Inscriptions (4/4)
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 480 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 mental and physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 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 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Cunning stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emiwe the umber hulk. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Layadamina the polar bear. Escort: lost tinker (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Porugatha the polar bear. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 2 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You met a beggar who turned out to be a Naloren searching for aid for their people. * You promised to investigate the caves and quell the disturbance within. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 345. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid Changes resistances penetration: +10% arcane Mental save: +6 (+2 eff.) Silence immunity: +20% Maximum life: +100.00 Spellpower: +10 (+6 eff.) Movement speed: +25% Healing mod.: +20% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +1 Wil Changes resistances: +3% light Changes damage: +6% light Psi when hit: +0.04 Maximum life: +46.00 Mental crit. chance: +2% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +6 Dex / +4 Con Changes resistances: +13% light / +14% darkness Changes resistances penetration: +10% temporal Spell save: +6 (+2 eff.) Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 400.2 Physical damage. If the attack hits, the target is confused (32% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +15 (+8 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Con Only die when reaching: -80.00 life Healing mod.: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +3% physical / +6% mind / +12% temporal Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Pinning immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Spell save: +18 (+6 eff.) Cut immunity: +20% Pinning immunity: +20% Maximum life: +60.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +3 Str / +4 Dex / +1 Wil / +6 Cun / +8 Con Changes damage: +6% mind Mental crit. chance: +8% Infravision radius: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +33 acid / +7 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +21% acid / +13% nature Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Mental save: +8 (+2 eff.) Life regen: +3.40 Stamina each turn: +0.90 Psi each turn: +0.27 Maximum life: +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to slow global speed by 42% Damage when hit (Melee): 2 lightning Changes resistances: +29% blight / +25% nature / +6% lightning Changes resistances penetration: +5% lightning / +15% nature Changes damage: +6% nature Life regen: +12.00 Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() healing infusion (heal 49; cd 14) 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 49 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. Press to compare to your current inscriptions |
![]() 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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 252.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() biting gale rune (damage 91; dur 4; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 91.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 15 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 139 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 170; dur 5; cd 16) 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: 16 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 170 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +11% light / +11% darkness Changes resistances penetration: +20% mind Blindness immunity: +21% Psi when hit: +0.12 Mindpower: +15 (+7 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Con Changes resistances: +12% fire / +12% cold Changes resistances penetration: +10% physical Light radius: +3 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
![]() Powered 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 (+4 eff.) Spell save: +15 (+5 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. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +11% nature / +12% blight Poison immunity: +23% Disease immunity: +21% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 14% * 5% chance to blind Changes stats: +7 Str / +6 Dex / +5 Wil Changes damage: +5% light / +7% darkness Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil / +4 Con Changes resistances: +22% nature Changes resistances penetration: +5% darkness Changes damage: +11% nature / +9% lightning Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +1 Wil Changes resistances: +22% cold Changes resistances penetration: +5% cold Changes damage: +11% cold Mental save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Dex / +8 Cun / +5 Con Changes resistances: +6% darkness Changes resistances penetration: +5% lightning Changes damage: +9% darkness Physical save: +10 (+3 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage (Melee): 15 light Damage (Ranged): 13 light Changes stats: +6 Str / +2 Mag / +5 Con Changes damage: +12% light Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Cun / +4 Wil Changes damage: +6% all Spell crit. chance: +3% Mindpower: +9 (+4 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
![]() lifebinding ash vilestaff of protection (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +8% acid Changes damage: +15% acid Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +11 (+6 eff.) Spell crit. chance: +2% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() quick dwarven-steel battleaxe of torment (30-45 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +14 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed battleaxes. |
![]() Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +14 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Damage (Melee): +8 blight When wielded/worn: Armour: +4 Changes stats: +10 Con / +12 Wil Stamina each turn: +3.00 Maximum life: +41.00 Massive two-handed swords. |
![]() chilling steel waraxe of erosion (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature / +12 cold One-handed war axes. |
![]() truestriking steel waraxe of massacre (22-31 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +6% physical One-handed war axes. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() acidic stralite dagger of ruin (25-32 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.0 - 32.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +10.0% Critical mult.: +10.00% Sharp, short and deadly. |
![]() acidic stralite dagger of the mystic (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +12 (+7 eff.) Sharp, short and deadly. |
![]() absorbing thorny mindstar of sand (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades 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: Damage (Melee): 10 physical Changes resistances: +7% lightning / +7% physical / +14% cold / +7% fire Changes resistances penetration: +8% physical Changes damage: +4% physical Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 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. |
![]() reinforced steel shield of crushing (0 def, 7 armour, 18-22 power, 60.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Armour: +7 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Titanic (20 def, 18 armour, 48-58 power, 320 block) Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() dispeller's silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +9% darkness / +10% light / +8% blight / +8% fire / +9% cold / +13% all Physical save: +14 (+4 eff.) Spell save: +23 (+8 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.30 Maximum mana: +70.00 Spellpower: +21 (+11 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Voryrana (36 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +36 (+16 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Changes resistances: +9% blight / +12% fire / +9% lightning Changes damage: +6% temporal Physical save: +13 (+4 eff.) Life regen: +4.00 Only die when reaching: -80.00 life A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() radiant stralite plate armour of acid resistance (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +10% blight / +14% darkness / +15% acid Light radius: +2 A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Con / +3 Mag Critical mult.: +5.00% Mental save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum psi: +30.00 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +15% mind Maximum life: +30.00 Maximum hate: +6.00 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +16 (+8 eff.) Changes stats: +1 Con Changes resistances: +10% cold Changes resistances penetration: +5% light Changes damage: +9% cold Stamina each turn: +3.00 Light radius: +3 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 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes damage: +6% mind / +9% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 21% Changes resistances: +6% light / +11% cold Changes damage: +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +1 Fatigue: -5% Changes resistances: +9% light Changes damage: +9% physical Maximum encumbrance: +21 Physical save: +7 (+2 eff.) Only die when reaching: -40.00 life Light radius: +1 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Damage when hit (Melee): 4 physical Changes damage: +15% physical Stamina each turn: +3.00 Infravision radius: +1 See invisible: +3 A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+14 eff.) Changes stats: +5 Str / +7 Con Changes damage: +7% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Spell save: +15 (+5 eff.) Disease immunity: +20% Mana when firing critical spell: +2.00 Size category: +1 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +15 (+8 eff.) Fatigue: -6% Changes resistances: +3% lightning / +6% cold / +12% darkness Maximum encumbrance: +27 Physical save: +7 (+2 eff.) Maximum life: +40.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+4 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Str Changes resistances: +5% lightning / +6% temporal / +3% nature / +12% cold Changes resistances penetration: +10% nature 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 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() undeterred pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +28% Confusion immunity: +28% Stun/Freeze immunity: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage (Melee): 6 acid / 7 physical / 7 fire Changes resistances: +6% acid / +5% fire Changes damage: +5% acid / +5% physical / +5% fire Spell crit. chance: +5% Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +6 Changes stats: +2 Cun / +5 Dex Mental save: +8 (+2 eff.) Maximum life: +47.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes resistances: +6% lightning / +3% temporal Changes damage: +4% lightning / +6% darkness Confusion immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 17 Damage (Melee): 7 blight / 13 mind / 19 darkness Changes resistances: +6% blight Changes damage: +5% blight / +3% nature Physical save: +7 (+2 eff.) Mental save: -3 (-1 eff.) Silence immunity: +20% Disarm immunity: +48% Only die when reaching: -40.00 life Mindpower: +6 (+3 eff.) Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ulista the Balancepiety (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 42% Damage (Melee): 10 lightning / 10 nature Changes stats: +5 Cun / +3 Dex Changes resistances: +9% lightning / +7% nature Changes damage: +6% lightning / +9% cold / +6% nature / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Con Physical save: +17 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() shielding cashmere wizard hat of corrosion (+16%) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +16% acid Changes damage: +11% acid Spell save: +10 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes stats: +5 Str / +1 Dex Stamina each turn: +3.00 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Allows you to breathe in: water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% fire / +12% temporal / +10% cold Changes resistances penetration: +10% darkness Changes damage: +6% darkness Disarm immunity: +20% Only die when reaching: -80.00 life Healing mod.: +20% A cap made of leather. |
![]() 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 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +4 Defense: +5 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 4 blight Changes stats: +6 Cun Changes resistances: +8% acid / +7% fire / +8% lightning / +11% cold Critical mult.: +10.00% Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 Latent Damage Type: Acid 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.) Latent Damage Type: Nature 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% 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 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 Latent Damage Type: Light 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 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 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 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 Latent Damage Type: Nature 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% Latent Damage Type: Fire 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Changes stats: +2 Str / +4 Wil Changes resistances: +12% nature / +14% physical Changes resistances penetration: +25% fire Changes damage: +6% nature Mindpower: +10 (+5 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 172 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. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes damage: +3% cold Reduces incoming crit damage: 15.00% See invisible: +12 It can be used to sting an enemy dealing 435 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 31. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By dorf the Dwarf Berserker level 32
38th Steel 123rd year of Ascendancy at 22:13 see stats
By dorf the Dwarf Berserker level 30
23rd Steel 123rd year of Ascendancy at 16:29 see stats
By dorf the Dwarf Berserker level 10
1st Dearth 122nd year of Ascendancy at 04:17 see stats
By dorf the Dwarf Berserker level 33
9th Gold 123rd year of Ascendancy at 08:08 see stats
By dorf the Dwarf Berserker level 24
24th Shortage 122nd year of Ascendancy at 02:00 see stats
By dorf the Dwarf Berserker level 33
10th Gold 123rd year of Ascendancy at 18:48 see stats
By dorf the Dwarf Berserker level 32
38th Steel 123rd year of Ascendancy at 21:38 see stats
By dorf the Dwarf Berserker level 10
1st Dearth 122nd year of Ascendancy at 04:15 see stats
By dorf the Dwarf Berserker level 20
3rd Shortage 122nd year of Ascendancy at 09:32 see stats
By dorf the Dwarf Berserker level 30
23rd Steel 123rd year of Ascendancy at 12:48 see stats
By dorf the Dwarf Berserker level 28
8th Steel 123rd year of Ascendancy at 22:07 see stats
By dorf the Dwarf Berserker level 22
20th Shortage 122nd year of Ascendancy at 18:31 see stats
By dorf the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 00:04 see stats
By dorf the Dwarf Berserker level 32
38th Steel 123rd year of Ascendancy at 22:13 see stats
By dorf the Dwarf Berserker level 13
31st Dearth 122nd year of Ascendancy at 13:14 see stats
By dorf the Dwarf Berserker level 6
13rd Profit 122nd year of Ascendancy at 21:07 see stats
By dorf the Dwarf Berserker level 32
38th Steel 123rd year of Ascendancy at 22:13 see stats
By dorf the Dwarf Berserker level 15
38th Dearth 122nd year of Ascendancy at 15:58 see stats
By dorf the Dwarf Berserker level 22
13rd Shortage 122nd year of Ascendancy at 07:40 see stats
By dorf the Dwarf Berserker level 16
44th Dearth 122nd year of Ascendancy at 15:49 see stats
Log
Melee retaliation hits Gytira the Guardian for 0 lightning, (2 to psi shield), 3 physical (3 total damage).
Gytira the Guardian's Beyond the Flesh hits dorf for 95 physical, 9 cold, 31 physical (135 total damage).
Gytira the Guardian's morale has been lowered.
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Dorf uses Infusion: Healing.
Dorf's deep wound closes.
dorf receives 414 healing from Infusion: Healing.
Dorf uses Warshout.
Gytira the Guardian wanders around!
Talent Infusion: Regeneration is ready to use.
Gytira the Guardian activates his drakeskin leather gloves!
Gytira the Guardian hardens its skin.
Gytira the Guardian uses Flurry.
Gytira the Guardian performs a melee critical strike against dorf!
Gytira the Guardian performs a melee critical strike against dorf!
Dorf is cut deeply.
Dorf instinctively hardens his skin and ignores the attack!
dorf repels an attack from Gytira the Guardian.
Gytira the Guardian performs a melee critical strike against dorf!
Gytira the Guardian performs a melee critical strike against dorf!
Melee retaliation hits Gytira the Guardian for 0 lightning, (1 to psi shield), 2 physical, 0 lightning, (1 to psi shield), 2 physical, 0 lightning, (1 to psi shield), 2 physical, 0 lightning, (1 to psi shield), 2 physical, 0 lightning, (1 to psi shield), 2 physical (10 total damage).
Gytira the Guardian hits dorf for 135 physical, 9 cold, 28 physical, 159 physical, 9 cold, 28 physical, 229 physical, 9 cold, 28 physical, 169 physical, 9 cold, 28 physical, 211 physical, 9 cold, 28 physical (1088 total damage).
Gytira the Guardian's Beyond the Flesh performs a melee critical strike against dorf!
Melee retaliation hits Gytira the Guardian for 0 lightning, (1 to psi shield), 2 physical (2 total damage).
Gytira the Guardian's Beyond the Flesh hits dorf for 273 physical, 9 cold (282 total damage).
dorf the level 36 dwarf berserker was cooled to death by Gytira the Guardian on level 4 of Dreadfell.
dorf's rage subsides!