










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Resonably Generous Levels 1.6.7Is resonably generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (9 at level 2) and (6 at level 3 to 15) Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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 More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Items Vault 1.7.6Donators/Buyers bonus! 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:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
Godmode Merchant
Infinite Dungeon Merchants***It is recommended that you deactivate 'Infinite Dungeon' Merchants if playing the Spell Merchants version! If you choose to ignore this warning, you will die... alot!*** If you like this addon please consider rating it :) Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog 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 | --- |
Mode | --- --- |
Sex | Male |
Race | Construct |
Class | Golem |
Level / Exp | 55 / 0% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 139 (base 65) |
Dexterity | 86 (base 65) |
Constitution | 72 (base 65) |
Magic | 81 (base 65) |
Willpower | 87 (base 65) |
Cunning | 77 (base 65) |
Resources
Life | 2516/2546 |
Mana | 676/701 |
Stamina | 378/427 |
Healing Factor | 1.965 |
Regeneration | 16.40775 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +109% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Invisible | 42 |
Offense: Mainhand
Damage | 386 |
Accuracy | 112 |
Crit Chance | 79% |
APR | 40 |
Speed | 0.83 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23.5 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Cold | +6% |
Blight | +27% |
Darkness | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +10% |
Physical | +42% |
Fire | +13% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 88.342530438121 (100%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 95 |
Spell Save | 93 |
Mental Save | 84 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Physical | +100%(100%) |
Cold | +100%(100%) |
All | +132%(100%) |
Darkness | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 93% |
Stoning Resistance | 100% |
Confusion Resistance | 74% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 47% |
Bleed Resistance | 100% |
Knockback Resistance | 78% |
Inscriptions (6/8)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 467 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 180 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 7 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 349 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 101 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 614% for 10 turns (338 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Golem / Fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Golem / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 15.80 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Through The Crowd |
talent | Shield Wall |
talent | Total Thuggery |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 40% of the time and arcane sustains have a 4.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
Quests
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +3 Str / +4 Con Stamina each turn: +0.70 Maximum life: +50.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Physical power: +8 (+1 eff.) Armour: +8 Changes resistances: +7% blight Spell save: +17 (+3 eff.) Mental save: +11 (+2 eff.) Maximum life: +62.00 When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 23% chance to slow global speed by 58% * 17% chance to reduce armor by 24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+6 eff.) Fatigue: +5% Changes stats: +17 Str / +8 Dex / +8 Wil Changes resistances: +21% mind / +15% cold Changes resistances penetration: +30% nature Changes damage: +15% acid Confusion immunity: +30% Knockback immunity: +30% Maximum life: +140.00 A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes damage: +21% blight / +15% fire Spell save: +18 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +29.0% Effects on melee hit: * 23% chance to reduce damage dealt by 25% * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 fire Changes stats: +12 Cun / +12 Dex Changes resistances: +11% lightning / +10% temporal / +6% fire Changes resistances penetration: +20% darkness Changes damage: +3% darkness Mental crit. chance: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 14 acid / 12 fire / 9 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 10 acid / 11 fire / 8 physical Changes stats: +1 Dex Changes resistances: +25% lightning / +18% temporal / +19% darkness / +20% fire / +2% physical / +19% acid Physical save: +3 (+0 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 darkness / 17 fire Changes resistances: +6% fire Changes damage: +3% darkness / +6% cold Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +185 On weapon hit: * 29% chance to reduce armor by 24% Damage (Melee): +20 blight / +29 physical Damage (radius 1) on hit: +4 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid On shield block: * Cause enemies within radius 6 to bleed for 191 physical damage over 5 turns (1/turn) Changes stats: +6 Mag / +6 Wil Changes resistances: +20% physical Talent granted: +1 Block Maximum hate: +2.00 Spell crit. chance: +4% Damage Shield penetration: +20% Slows Projectiles: +37% Bonus block near projectiles: +74 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 light / 6 nature Changes stats: +4 Str / +10 Mag / +8 Wil / +3 Con Changes resistances: +9% nature Changes resistances penetration: +10% light Spell crit. chance: +13% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +12 blight / +52 fire When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +15 (+3 eff.) Changes resistances: +6% lightning Changes resistances penetration: +13% fire Changes damage: +6% blight Disarm immunity: +47% Light radius: +2 See invisible: +12 Global speed: +3% Sharp, long, and deadly. |
Inventory
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 blight Changes stats: +7 Mag Changes resistances: +9% acid Life regen: +4.00 Mana each turn: +0.32 Maximum mana: +100.00 Maximum vim: +30.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +12 Defense: +25 (+5 eff.) Effects on melee hit: * 27 arcane resource burn Changes stats: +8 Dex Changes resistances: +7% arcane / +9% temporal Changes damage: +24% physical Critical mult.: +26.76% Blindness immunity: +27% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Con Physical save: +11 (+2 eff.) Life regen: +5.00 Maximum life: +40.00 Amulets make your neck look great! |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +25 cold / +30 darkness / +28 fire Damage (radius 2) on crit: +30 darkness / +28 mind When wielded/worn: Effects on melee hit: * 30% chance to reduce all saves and defense by 31 Changes resistances: +21% mind / +21% fire Changes resistances penetration: +35% mind / +35% fire Changes damage: +21% darkness Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +14.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +16.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +16 fire Damage (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +23 Physical crit. chance: +14.0% Damage when hit (Melee): 2 temporal Changes resistances: +9% temporal Changes resistances penetration: +5% fire / +10% temporal / +9% physical Critical mult.: +26.00% Sharp, long, and deadly. |
![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +22% Sharp, long, and deadly. |
![]() Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Changes resistances: +6% blight / +9% fire Changes resistances penetration: +5% all Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 14 * Create an explosion dealing 37 lightning damage (1/turn) On weapon crit: * Wound the target dealing 191 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +15 blight / +12 mind Damage (radius 2) on crit: +12 mind When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes resistances penetration: +30% lightning Changes damage: +30% lightning / +6% mind Critical mult.: +15.00% Maximum psi: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 46.5 - 65.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 37 damage Damage (radius 2) on crit: +16 physical When wielded/worn: Defense: +45 (+9 eff.) Changes stats: +6 Dex Changes resistances: +24% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +7.43 Mindpower: +30 (+10 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +2 Cun / +2 Dex Changes resistances: +4% physical Critical mult.: +10.00% Physical save: +11 (+2 eff.) Equilibrium when hit: +0.12 Maximum stamina: +30.00 Mindpower: +23 (+8 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Damage when hit (Melee): 8 arcane / 6 darkness Changes stats: +3 Cun / +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +26% arcane / +10% darkness Reduces incoming crit damage: 15.44% Infravision radius: +2 It can be used to create a temporary shield that absorbs 245 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +3 Con Damage against: +28% Summoned Reduced damage from: +28% Summoned Mental save: +9 (+2 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +5 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned Mental save: +6 (+1 eff.) Maximum life: +45.00 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Changes stats: +4 Mag / +1 Wil / +3 Cun Infravision radius: +1 It can be used to create a temporary shield that absorbs 176 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Cun / +2 Con Changes resistances: +9% lightning / +6% mind Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +5 Wil Changes resistances: +3% cold / +15% fire / +3% light / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +9% darkness Physical save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +100.00 Maximum stamina: +35.00 Mental crit. chance: +8% 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 3 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +21% blight / +21% fire / +7% arcane / +15% temporal Changes resistances penetration: +15% cold Changes damage: +15% cold Critical mult.: +15.00% Physical save: +11 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Pinning immunity: +27% 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: Defense: +11 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Cut immunity: +20% Confusion immunity: +20% Knockback immunity: +20% 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: Accuracy: +30 (+5 eff.) Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +31 (+7 eff.) Fatigue: -2% Changes resistances: +3% lightning Changes damage: +6% lightning 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: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Effects on melee hit: * 10% chance to slow global speed by 58% Changes stats: +5 Str / +1 Mag Infravision radius: +1 See invisible: +6 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. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% light / +12% cold Changes resistances penetration: +25% cold Changes damage: +12% cold Physical save: +19 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +15 (+3 eff.) 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 blight Changes resistances: +3% acid / +12% cold / +12% blight Changes resistances penetration: +10% acid Changes damage: +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +12% light / +20% darkness Changes damage: +10% physical Blindness immunity: +20% Hate when firing a critical mind attack: +4.00 Maximum psi: +50.00 Size category: +1 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 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Changes stats: +6 Str / +3 Wil / +7 Con Changes resistances: +6% blight / +13% fire / +11% cold Changes damage: +12% blight Reduces incoming crit damage: 20.29% Spellpower: +14 (+2 eff.) Mindpower: +13 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +7% lightning / +7% temporal / +5% arcane / +6% cold Spell save: +9 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Fatigue: +2% Changes stats: +2 Str / +2 Con Changes resistances: +3% mind / +1% physical Changes resistances penetration: +15% mind / +5% cold Maximum stamina: +30.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +32 (+3 eff.) Armour: +5 Fatigue: -5% Changes stats: +10 Str / +2 Dex / +10 Con Changes resistances: +2% physical Changes resistances penetration: +10% physical Changes damage: +9% physical Maximum encumbrance: +43 Physical save: +15 (+3 eff.) Spellpower: +17 (+2 eff.) Mindpower: +12 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +5 Changes stats: +12 Lck / +6 Dex Changes resistances: +12% mind / +23% temporal / +21% darkness / +6% fire Changes resistances penetration: +15% darkness / +17% temporal Changes damage: +9% fire Stealth bonus: +12 Spellpower: +12 (+2 eff.) Mindpower: +14 (+5 eff.) Light radius: +1 Defense after a teleport: +24 Resist all after a teleport: +16% New effects duration reduction after a teleport: +25% 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: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal / +6% nature Changes damage: +12% lightning Mental save: +3 (+1 eff.) Teleport immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +5 Silence immunity: +36% Confusion immunity: +50% Stun/Freeze immunity: +43% Spellpower: +14 (+2 eff.) Mindpower: +9 (+3 eff.) A pair of boots made of leather. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes resistances: +5% blight Changes damage: +3% blight When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (radius 2) on crit: +5 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Mag / +3 Wil / +14 Con Changes resistances: +14% fire / +11% cold Changes resistances penetration: +5% blight Changes damage: +12% mind Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.04 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 darkness Changes resistances: +5% cold Allows you to breathe in: water Critical mult.: +10.00% Mental save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun / +2 Dex Changes resistances: +9% lightning / +6% temporal / +8% fire / +3% nature / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +1 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +12 Str / +5 Wil / +5 Cun Changes resistances: +6% light Changes damage: +6% physical Critical mult.: +5.00% Physical save: +34 (+6 eff.) Mindpower: +5 (+2 eff.) Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 627.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 darkness Changes stats: +8 Str / +1 Mag / +11 Wil / +6 Cun / +17 Con Changes resistances: +15% blight Physical save: +14 (+3 eff.) Mental save: +29 (+6 eff.) Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+5 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +18% light Mental save: +8 (+2 eff.) Poison immunity: +20% Disease immunity: +20% Life regen: +4.00 Maximum life: +60.00 Light radius: +2 A cap made of leather. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Dex Changes resistances: +5% nature / +6% blight Changes damage: +3% acid / +12% physical Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +45 (+7 eff.) Armour: +8 Defense: +49 (+10 eff.) Fatigue: +12% Changes stats: +5 Wil Changes resistances: +27% cold / +15% light / +5% physical Changes resistances penetration: +20% blight Reduces incoming crit damage: 22.40% Disease immunity: +30% Confusion immunity: +30% Maximum stamina: +44.80 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +25 (+2 eff.) Armour: +30 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +9 Mag / +10 Wil Changes resistances: +20% lightning / +15% temporal Changes resistances penetration: +5% lightning / +10% temporal Life regen: +9.00 Maximum life: +80.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +8% Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Healing mod.: +16% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning / +6% nature / +5% arcane Cut immunity: +10% Healing mod.: +15% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +15 (+3 eff.) Fatigue: +12% Changes stats: +5 Cun Changes resistances: +8% physical / +26% cold Changes damage: +3% light Physical save: +27 (+5 eff.) Mental save: +22 (+5 eff.) Cut immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life Healing mod.: +5% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +14 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +18 (+4 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce armor by 24% Damage when hit (Melee): 4 acid / 2 fire Changes stats: +9 Cun / +9 Wil Changes resistances: +21% acid / +10% physical / +13% cold / +7% arcane / +6% fire Changes resistances penetration: +30% fire Changes damage: +6% arcane Allows you to breathe in: water Physical save: +25 (+5 eff.) Mental save: +25 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +35 (+7 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +23 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +5.30 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +36 Defense: +13 (+3 eff.) Fatigue: +13% Changes stats: +5 Str / +5 Dex / +6 Cun Changes resistances: +6% acid / +27% temporal Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Hate when firing a critical mind attack: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+5 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +184 On weapon hit: * 20% chance to reduce armor by 24% Damage (radius 2) on crit: +40 light / +35 fire When wielded/worn: Armour: +22 Fatigue: +8% On shield block: * Deals 55 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 191 physical damage over 5 turns (1/turn) Changes resistances: +22% lightning / +13% fire / +11% light / +9% blight Changes damage: +15% acid Talent granted: +1 Block Mental save: +3 (+1 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 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 stats: 50% Mag, 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 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +15 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +6 (+0 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 25 fire Changes stats: +3 Str Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 14% chance to reduce armor by 24% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 acid Changes resistances: +19% acid / +10% temporal / +3% light Changes resistances penetration: +10% light Changes damage: +12% mind Talent granted: +1 Block Handheld deflection devices. |
![]() 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: 19.0 - 22.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 191 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +23.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +9 Cun Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Spell save: +18 (+3 eff.) Mental save: +7 (+2 eff.) Spellpower: +20 (+3 eff.) Light radius: +3 See stealth: +9 See invisible: +8 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances penetration: +15% arcane Changes damage: +3% arcane Critical mult.: +5.00% Mental save: +6 (+1 eff.) Vim when firing critical spell: +2.00 Maximum hate: +8.00 Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
XXacakly deactivates Daunting Presence.
XXacakly activates Daunting Presence.
XXacakly deactivates Raze.
XXacakly activates Raze.
XXacakly deactivates Abyssal Shield.
XXacakly activates Abyssal Shield.
XXacakly deactivates Aether Permeation.
XXacakly activates Aether Permeation.
XXacakly deactivates Arcane Feed.
XXacakly activates Arcane Feed.
XXacakly deactivates Deep Wounds.
XXacakly activates Deep Wounds.
XXacakly deactivates Thunderstorm.
The furious lightning storm around xXacakly calms down and disappears.
XXacakly activates Thunderstorm.
A furious lightning storm forms around xXacakly!
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Character control switched to golem (servant of xXacakly).
XXacakly activates Blade Flurry.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Golem (servant of xXacakly) deactivates Daunting Presence.
Golem (servant of xXacakly) activates Daunting Presence.
Golem (servant of xXacakly) deactivates Through The Crowd.
Golem (servant of xXacakly) activates Through The Crowd.
Golem (servant of xXacakly) deactivates Shield Wall.
Golem (servant of xXacakly) activates Shield Wall.
Golem (servant of xXacakly) deactivates Total Thuggery.
Golem (servant of xXacakly) activates Total Thuggery.
The furious lightning storm around xXacakly calms down and disappears.