Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Crystalist 1.5.6 Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Harbinger 1.5.6 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Slightly More Adventurous 1.1.0Allows 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. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Store Restocker 1.5.5Proper Possession 1.5.0
Frequently Asked Questions: Inferno Race Pack 1.4.0Adds a collection of my races. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Expanded Shop Inventory 1.3.0Significantly 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. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Bladebender 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game White Monk 1.5.3Adds 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Feling |
Class | Adventurer |
Level / Exp | 25 / 24% |
Size | small |
Lifes / Deaths | Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:05 / 7Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:42 Killed by white wolf at level 2 on the 75th Pyre 122nd year of Ascendancy at 16:50 Killed by grizzly bear at level 3 on the 77th Pyre 122nd year of Ascendancy at 02:38 Killed by thief at level 8 on the 4th Flare 122nd year of Ascendancy at 21:36 Killed by Betolaith the crimson crystal at level 10 on the 1st Dusk 122nd year of Ascendancy at 19:00 Killed by Arron the human at level 12 on the 21st Dusk 122nd year of Ascendancy at 02:46 |
Primary Stats
Strength | 94 (base 15) |
Dexterity | 96 (base 15) |
Constitution | 59 (base 50) |
Magic | 84 (base 37) |
Willpower | 87 (base 52) |
Cunning | 129 (base 41) |
Resources
Mana | 138/138 |
Psi | 157/157 |
Steam | 100/100 |
Life | 641/641 |
Positive | 82/102 |
Stamina | 179/179 |
Hate | 65/100 |
Healing Factor | 1 |
Regeneration | 38.980737671249 |
Speed
Mental | +24% |
Attack | 0% |
Movement | +61.508827186536% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 14 |
See Stealth | 129.68555014232 |
See Invisible | 129.68555014232 |
Offense: Mainhand
Damage | 147 |
Accuracy | 131 |
Crit Chance | 202% |
APR | 93 |
Speed | 0.40 |
Offense: Offhand
Damage | 174 |
Accuracy | 129 |
Crit Chance | 202% |
APR | 82 |
Speed | 0.40 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 93% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +34% |
Cold | +34% |
Darkness | +15% |
Light | +34% |
Temporal | +5% |
Physical | +72% |
Mind | +59% |
Fire | +15% |
Lightning | +140% |
Offense: Damage Penetration
Mind | +10% |
Lightning | +129% |
Fire | +25% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 39 (100%) |
Defense | 130 |
Ranged Defense | 136 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 63 |
Mental Save | 59 |
Defense: Resistances
Blight | + 95%(100%) |
Arcane | + 95%(100%) |
Mind | + 20%( 70%) |
All | + 15%( 70%) |
Lightning | +100%(100%) |
Light | + 22%( 70%) |
Temporal | +100%(100%) |
Physical | + 54%( 60%) |
Darkness | + 42%( 70%) |
Fire | + 36%( 70%) |
Nature | -2%( 50%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 21% |
Silence Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
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 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. |
Class Talents
Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm Walker | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm Channeling | 3.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane Expertimentation | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Storm Invocation | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Blade bending | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Windcutter | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Thunder | 3.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Talent perfection | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 3.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Psionic / Blade defense | 3.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Enhancement | 3.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Blade offense | 3.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Supercell | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual weapons | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 3.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Chronomancy / Blink drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Martial enchantments | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forger's endurance | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Feling | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / The Lotus Blossoms | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Weapons Master | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Eldritch Combat |
talent | Arcane Combat |
talent | Chant of Fortress |
talent | Practicing With Wards |
talent | Inner Power |
talent | Tempest |
talent | Arcane Feed |
talent | Shock Hands |
talent | Eldritch Aura |
talent | Deja Vu |
talent | Beyond the Flesh |
talent | Hurricane |
talent | Elemental Destruction |
talent | Fiddling With Chance |
talent | Embrace the Storm |
talent | Anime Style |
talent | Augmentation |
talent | Air Stance |
talent | Thunderstorm |
talent | Feather Wind |
talent | Experimental Safeguards |
talent | Spellsword Combat |
talent | Elemental Stance |
beneficial effect | The target is surrounded by a magical shield, absorbing 507/507 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
beneficial effect | Parrying melee attacks: Has a 82% chance to deflect up to 41 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Wrathroot. * 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 25. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. | active |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | arcing steel dagger of massacre (16-20.8 power, 6 apr) arcing steel dagger of massacre (16-20.8 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * project a beam of lightning Sharp, short and deadly. |
On hands | Furnacevile the hardened leather gloves (0 def, 2 armour) Furnacevile the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +9% fire Acc +16 (+2 eff.) Apr +4 ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Unarmed combat: Power 17.0 - 18.7 Physical Uses 24% Wil, 0% Mag, 64% Cun Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +10.0% Atk.spd 100% Phasing +40% Melee+ +16 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Xaneda Xaneda2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% acid +10% mind Melee Ret 12 acid ----- def ----- Resists +6% mind Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +7 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 | Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour) 2.0 T1 head armor [Unique] Arcane While equipped: Stats +2 Cun dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal Mind.save +3 (+1 eff.) ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
On feet | Blazeworth (0 def, 3 armour) Blazeworth (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +6% fire Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +3% Resists +21% lightning +8% temporal A pair of boots made of leather. |
Tool | The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | copper ring 'Kilnwild' copper ring 'Kilnwild'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +15.00% Res.pen +25% fire Acc +6 (+1 eff.) Melee Ret 4 mind ----- def ----- Heal/summ +40 ---------- misc Psi/kill +2.00 Rings can have magical properties. |
On fingers | Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% ---------- misc Masteries +0.20 Psionic/Blade defense This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Voltaic Pendant Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 3.0 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 143.25 to 429.75 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
In main hand | reforged Shantiz the Stormblade (33.1-43.03 power, 70 apr) reforged Shantiz the Stormblade (33.1-43.03 power, 70 apr) 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 33.1 - 43.0 Physical Uses 67% Cun, 23% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Acc +138 Apr +70 Crit +35.0% Atk.spd 200% Phasing +30% Melee+ +86 lightning +74 physical On Hit: 10% Tidal Wave 1 On Crit: * project a beam of lightning While equipped: Stats +20 Dex dps ---------- Dmg.mod +34% light +34% arcane ----- def ----- Proj.slow +40% ---------- misc Talents +5 Blindside Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap Sharp, short and deadly. |
Around waist | nightruned hardened leather belt of carrying nightruned hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -6% Resists +8% light +7% darkness ---------- misc Max.enc +24 A belt that goes around your waist. |
In off hand | masterforged voratun dagger (58.1-75.53 power, 59 apr) masterforged voratun dagger (58.1-75.53 power, 59 apr) 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 58.1 - 75.5 Physical Uses 91% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Acc +125 Apr +59 Crit +35.0% Atk.spd 200% Melee+ +74 acid +74 fire +74 darkness On Hit.r1 +12 fire On Hit: 15% Lightning 3 On Crit: * project a beam of lightning While equipped: dps ---------- Dmg.mod +34% mind +34% cold ---------- misc Talents +5 Flameshock Sharp, short and deadly. |
Cloak | Gloomwisp (2 def, 0 armour) Gloomwisp (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Mind.crit +2% Dmg.mod +15% darkness +15% mind ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness Mind.save +8 (+2 eff.) ---------- misc Psi/kill +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening hardened leather armour of delving (3 def, 6 armour) enlightening hardened leather armour of delving (3 def, 6 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Cun +5 Wil ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +10% darkness +6% physical Mind.save +11 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 10 cooldown Level 6.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 67 for 8 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 84% / cooldown 68%) medical injector implant (efficiency 84% / cooldown 68%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 80% / cooldown 67%) medical injector implant (efficiency 80% / cooldown 67%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 12) steam generator implant of the duelist (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 258) healing infusion of the duelist (heal 258)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 258 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 19%; cure physical) wild infusion of the warrior (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 428 for 4 turns) shielding rune of the titan (absorb 428 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 Angolwen Academy Training Token 2 Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
arcing iron dagger of massacre (15.5-20.15 power, 5 apr) arcing iron dagger of massacre (15.5-20.15 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.5 - 20.2 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
balanced steel dagger of massacre (17.5-22.75 power, 6 apr) balanced steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+0 eff.) ----- def ----- Defense +5 (+0 eff.) Disarm- +20% Sharp, short and deadly. |
balanced stralite dagger of erosion (25-32.5 power, 9 apr) balanced stralite dagger of erosion (25-32.5 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Nature/Master Power 25.0 - 32.5 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 nature +8 temporal While equipped: dps ---------- Acc +8 (+1 eff.) ----- def ----- Defense +8 (+1 eff.) Disarm- +30% Sharp, short and deadly. |
chilling dwarven-steel dagger of vileness (20.5-26.65 power, 7 apr) chilling dwarven-steel dagger of vileness (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 20.5 - 26.7 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight +14 cold On Hit: * 7% chance to disease Sharp, short and deadly. |
dwarven-steel dagger of dampening (14.5-18.85 power, 7 apr) dwarven-steel dagger of dampening (14.5-18.85 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 14.5 - 18.9 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +8% fire +8% lightning +10% cold Spell.save +6 (+2 eff.) Sharp, short and deadly. |
forged iron dagger (14.4-18.72 power, 15 apr) forged iron dagger (14.4-18.72 power, 15 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/MasterEnchantment: Weapon Power 14.4 - 18.7 Physical Uses 78% Cun, 0% Mag Mastery Enchant Weapon Acc+ +0.5% APR / acc Acc +35 Apr +15 Crit +9.0% Atk.spd 111% Melee+ +19 fire +7 cold While equipped: dps ---------- Dmg.mod +10% nature Sharp, short and deadly. |
forged iron dagger (14.9-19.37 power, 15 apr) forged iron dagger (14.9-19.37 power, 15 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 14.9 - 19.4 Physical Uses 78% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Acc +25 Apr +15 Crit +9.0% Atk.spd 111% Melee+ +19 lightning +4 temporal +5 nature While equipped: dps ---------- Dmg.mod +10% light Sharp, short and deadly. |
masterforged steel dagger (21.3-27.69 power, 36 apr) masterforged steel dagger (21.3-27.69 power, 36 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 21.3 - 27.7 Physical Uses 88% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Acc +85 Apr +36 Crit +20.0% Atk.spd 143% Melee+ +59 cold On Hit: 10% Silence 1 While equipped: dps ---------- Dmg.mod +24% physical ---------- misc Talents +5 Pulverizing Auger Sharp, short and deadly. |
masterforged voratun dagger (56.6-73.58 power, 59 apr) masterforged voratun dagger (56.6-73.58 power, 59 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 56.6 - 73.6 Physical Uses 91% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Acc +125 Apr +59 Crit +35.0% Atk.spd 200% Melee+ +74 lightning +74 temporal +74 arcane On Hit: 10% Poison Breath 1 While equipped: dps ---------- Dmg.mod +34% cold +34% temporal Acc +8 (+1 eff.) ----- def ----- Defense +9 (+1 eff.) Disarm- +24% ---------- misc Talents +5 Ruin Sharp, short and deadly. |
quick dwarven-steel dagger of shearing (19.5-25.35 power, 7 apr) quick dwarven-steel dagger of shearing (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 19.5 - 25.4 Physical Uses 72% Cun, 0% Mag Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 111% While equipped: Stats +4 Dex dps ---------- Dmg.mod +8% physical Res.pen +6% physical Acc +8 (+1 eff.) Apr +7 Sharp, short and deadly. |
Rootwhisper the hardened leather belt Rootwhisper the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% nature +6% fire Res.pen +10% nature +15% fire ----- def ----- Resists +3% nature Phys.save +7 (+2 eff.) On Mind Hit: 5% Distortion Bolt 2 A belt that goes around your waist. |
Gloryrin (0 def, 1 armour) Gloryrin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Mag +2 Cun ----- def ----- Armour +1 Fatigue +1% Resists +3% acid ---------- misc Stam/turn +0.50 Max.stam +14.00 Telepathy Demon/Minor Demon/Major Masteries +0.20 Spell/Nightfall A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue +1% A pair of boots made of leather. |
restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Unarmed combat: Power 6.5 - 7.2 Physical Uses 24% Wil, 64% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 10% Slumber 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 24% Wil, 64% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather hat 'Alarath' (0 def, 3 armour) hardened leather hat 'Alarath' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +7 Dex +2 Mag +5 Wil +4 Lck ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
miner's rough leather hat of constitution (0) (0 def, 3 armour) miner's rough leather hat of constitution (0) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con ----- def ----- Armour +3 Fatigue +1% Mind.save +0 (+0 eff.) ---------- misc Infravis +1 A hat made of leather. Very stylish. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
radiant cured leather armour (2 def, 4 armour) radiant cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +10% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of the deep (1 def, 4 armour) rough leather armour of the deep (1 def, 4 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
quiver of ash arrows 'Zubothra' (17/39, 27-37.8 power, 12 apr) quiver of ash arrows 'Zubothra' (17/39, 27-37.8 power, 12 apr)3.0 T2 arrow ammo [Rare] Arcane Power 27.0 - 37.8 Mind Uses 30% Wil, 42% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +12 Crit +1.5% Capacity 39 Rld cld 3 Ranged+ +20 blight On Crit.r2 +8 mind On Hit: 20% Ravage 1 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
4 nuummite 4 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness When used as a pommel gem: +3 critical hit chance. Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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: Lightning When used as a pommel gem: +1 critical hit chance. Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
130 alchemist agate 130 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 When used as a pommel gem: +20% damage shield penetration. Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
Murkfoe the iron pickaxe (dig speed 29 turns) Murkfoe the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% lightning Res.pen +20% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ---------- misc Max.P.En +5.00 Max.N.En +5.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
1000 Strings of Compressed Time 1000 Strings of Compressed Time0.0 T5 gift gem [Legendary] Unknown While carried: Light +8 Become a near god for 1000 turns (usable only once!). Uses 1 power out of 1/1 This looks like a time fragment of the timestream, all compressed in a time ball of power! |
4 jade 4 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+3 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Acid When used as a pommel gem: +20 Nature Slow damage on hit. Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+2 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+2 eff.) When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
7 verdite 7 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+1 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+1 eff.) When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Turorach the Serpentwend Turorach the Serpentwend2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% nature ----- def ----- Resists +12% nature +3% fire ---------- misc Light +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire When used as a pommel gem: +10% damage shield penetration. Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 67 power out of 397/400 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. |
potent healing salve [power 276] potent healing salve [power 276]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 147% efficiency and 76% cooldown modifier. Heal 276 Puts Talent Medical Injector on 5 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
5 geode 5 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
6 tiny geode 6 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
3 sugilite 3 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
Zanyzilazilafang [power 10] (2 cooldown) Zanyzilazilafang [power 10] (2 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +15% acid +10% arcane Melee Ret 16 arcane 12 acid Reveal the area around you, dispelling darkness (radius 10, power 79 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 2 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
opal opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold When used as a pommel gem: +2 critical hit chance. Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light When used as a pommel gem: +10% weapon speed. Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By Burezo the Feling Adventurer level 19
77th Dusk 122nd year of Ascendancy at 19:07 see stats
By Burezo the Feling Adventurer level 12
33rd Dusk 122nd year of Ascendancy at 22:31 see stats
By Burezo the Feling Adventurer level 18
59th Dusk 122nd year of Ascendancy at 16:53 see stats
By Burezo the Feling Adventurer level 19
77th Dusk 122nd year of Ascendancy at 20:00 see stats
By Burezo the Feling Adventurer level 23
31st Haze 122nd year of Ascendancy at 11:12 see stats
By Burezo the Feling Adventurer level 21
79th Dusk 122nd year of Ascendancy at 15:46 see stats
By Burezo the Feling Adventurer level 10
7th Flare 122nd year of Ascendancy at 00:34 see stats
By Burezo the Feling Adventurer level 20
78th Dusk 122nd year of Ascendancy at 00:42 see stats
By Burezo the Feling Adventurer level 17
59th Dusk 122nd year of Ascendancy at 15:48 see stats
By Burezo the Feling Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:58 see stats
By Burezo the Feling Adventurer level 8
2nd Flare 122nd year of Ascendancy at 23:32 see stats
By Burezo the Feling Adventurer level 21
2nd Haze 122nd year of Ascendancy at 02:17 see stats
By Burezo the Feling Adventurer level 18
71st Dusk 122nd year of Ascendancy at 19:09 see stats
By Burezo the Feling Adventurer level 22
20th Haze 122nd year of Ascendancy at 13:33 see stats
Log
Burezo drops on the floor: Frost Treads (1 def, 4 armour).
Your Frost Treads (1 def, 4 armour) is magically sorted by the storage room.
Burezo deactivates Arcane Combat.
Burezo deactivates Eldritch Combat.
Burezo deactivates Air Stance.
Burezo deactivates Elemental Destruction.
Burezo activates Elemental Destruction.
Burezo deactivates Elemental Stance.
Burezo deactivates Thunderstorm.
The furious lightning storm around Burezo calms down and disappears.
Burezo deactivates Eldritch Aura.
Burezo deactivates Fiddling With Chance.
Burezo deactivates Hurricane.
Burezo deactivates Inner Power.
Burezo deactivates Beyond the Flesh.
Burezo deactivates Embrace the Storm.
Burezo deactivates Arcane Feed.
Burezo deactivates Feather Wind.
Burezo deactivates Deja Vu.
Burezo deactivates Tempest.
Burezo deactivates Elemental Destruction.
Burezo deactivates Practicing With Wards.
Burezo deactivates Anime Style.
Burezo deactivates Shock Hands.
Burezo deactivates Spellsword Combat.
Burezo deactivates Chant of Fortress.
Burezo deactivates Experimental Safeguards.
The shield around Burezo crumbles.
Burezo deactivates Augmentation.