Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. 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:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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.
Allow Respec Anywhere 1.2.3Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Inferno Race Pack 1.7.0Adds a collection of my races. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.6Donators/Buyers bonus! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Restart Sustains 1.7.0Mark 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
If you like this addon please consider rating it :) 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 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Abomination |
Class | Reaver |
Level / Exp | 38 / 85% |
Size | gargantuan |
Lifes / Deaths | Killed by Cyrylle the armoured skeleton warrior at level 12 on the 7th Flare 122nd year of Ascendancy at 07:15 1 / 6Killed by Lisirebeth the thief at level 15 on the 26th Dusk 122nd year of Ascendancy at 12:26 Killed by Saliwen the Guard at level 16 on the 31st Dusk 122nd year of Ascendancy at 09:37 Killed by Aryra the giant lightning ant at level 18 on the 46th Dusk 122nd year of Ascendancy at 20:19 Killed by Rea at level 20 on the 50th Dusk 122nd year of Ascendancy at 19:15 Killed by Bethamira the skeleton warrior at level 26 on the 4th Regrowth 123rd year of Ascendancy at 13:31 |
Primary Stats
Strength | 88 (base 25) |
Dexterity | 75 (base 40) |
Constitution | 79 (base 51) |
Magic | 142 (base 60) |
Willpower | 44 (base 10) |
Cunning | 84 (base 34) |
Resources
Mana | 464/464 |
Life | 1329/1329 |
Soul | 16/17 |
Insanity | 0/100 |
Psi | 114/114 |
Vim | 299/299 |
Steam | 100/100 |
Stamina | 296/296 |
Hate | 30/100 |
Healing Factor | 2.0168020097746 |
Regeneration | 53.949453761471 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -34.999999999996% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
See Stealth | 36.294044422163 |
See Invisible | 36.294044422163 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 119 |
Accuracy | 63 |
Crit Chance | 35% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 106 |
Accuracy | 63 |
Crit Chance | 33% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +91% |
Arcane | +58% |
Cold | +55% |
All | 0% |
Lightning | +63% |
Light | +30% |
Temporal | +37% |
Physical | +37% |
Darkness | +45% |
Fire | +86% |
Mind | +9% |
Offense: Damage Penetration
Darkness | +15% |
Blight | +75% |
Arcane | +35% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 59.475121920346 (76.987013568881%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 50 |
Mental Save | 43 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 52%( 70%) |
Cold | + 55%( 70%) |
All | + 44%( 70%) |
Lightning | + 69%( 70%) |
Light | + 70%( 70%) |
Physical | + 44%( 70%) |
Mind | + 50%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 53%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 25% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 75% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 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 50 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. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Strength stat. |
Class Talents
Spell / Animus | 1.00 |
| 3 |
| 1 |
| 1 |
| 5 |
Corruption / Blood | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Blight | 1.00 |
| 3 |
| 1 |
| 5 |
| 0 |
Chronomancy / Temporal Guardian | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Corruption / Bone | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Plague | 1.30 |
| 4 |
| 0 |
| 0 |
| 0 |
Corruption / Vim | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Sanguisuge | 1.00 |
| 4 |
| 0 |
| 0 |
| 0 |
Corruption / Scourge | 1.30 |
| 4 |
| 5 |
| 1 |
| 5 |
Demented / Slow death | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Cursed / Endless hunt | 1.00 |
| 1 |
| 0 |
| 0 |
| 0 |
Spell / Enhancement | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Steamtech / Avoidance | 1.00 |
| 4 |
| 5 |
| 5 |
| 0 |
Corruption / Rot | 1.30 |
| 5 |
| 5 |
| 5 |
| 0 |
Psionic / Absorption | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Corruption / Reaving combat | 2.10 |
| 5 |
| 5 |
| 5 |
| 5 |
Demented / Horrific body | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Technique / Combat training | 1.30 |
| 1 |
| 1 |
| 5 |
| 2 |
| 1 |
| 0 |
Corruption / Torment | 1.30 |
| 3 |
| 1 |
| 5 |
| 2 |
Steamtech / Physics | 1.00 |
| 2 |
| 1 |
| 1 |
| 0 |
Undead / Abomination | 1.00 |
| 5 |
| 6 |
| 7 |
| 5 |
Spell / Stone alchemy | 1.00 |
| 5 |
| 0 |
| 0 |
| 0 |
Steamtech / Chemistry | 1.00 |
| 2 |
| 1 |
| 1 |
| 1 |
Spell / Staff combat | 1.00 |
| 1 |
| 2 |
| 1 |
| 5 |
Psionic / Feedback | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Corruption / Demonic strength | 1.00 |
| 1 |
| 1 |
| 2 |
| 0 |
Race / Whitehooves | 1.00 |
| 5 |
| 5 |
| 5 |
| 0 |
Effects
talent | Reaping |
talent | Fiery Hands |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Dark Ritual |
talent | Kinetic Shield |
talent | Beyond the Flesh |
talent | Overkill |
talent | Defensive Posture |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Ruin |
talent | Infestation |
talent | Embedded Restoration Systems |
beneficial effect | Digesting gigantic corrosive tunneler. Digesting |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Wolfmire. Escort: lost sun paladin (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 81. | 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. | active |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +8 darkness On Hit: * injects a simple virus dealing 95 blight damage on hit and lowering the victims highest stat While equipped: Stats +13 Str +11 Dex +13 Mag +19 Wil +13 Cun +12 Con offense ------ Spell Crit +3% Spellpower +5 (+1 eff.) Ignore resists +10% blight +15% physical +5% darkness Accuracy +34 (+8 eff.) Ignore Armor +15 defense ------ Defense +12 (+3 eff.) Disarm Resist +44% One-handed war axes. |
Quiver | ![]() 3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 19.5 - 23.4 Physical Uses 92% Cun, 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 13 On-ranged-hit +4 acid On-Hit, radius 1 +4 acid On Hit: * 20% chance to reduce armor by 48% Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +5 Cun offense ------ Mindpower +9 (+3 eff.) On-Hit 35 darkness 38 mind Damage +3% arcane Ignore resists +10% blight When Hit 6 acid On-Hit (Melee): * 23% chance to reduce all saves and defense by 29 * 26% chance to reduce armor by 48% defense ------ Armor +8 Fatigue +5% Physical save +15 (+5 eff.) Spell save +12 (+4 eff.) Mind save +8 (+3 eff.) Life +64.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +50.00 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 43.0 - 60.2 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +22 Ignore Armor +15 Critical Rate +24.0% Attack Speed 83% Damage Against +35% Undead +35% Demon +35% Horror On Hit: 10% Reproach level 5 On Hit: 10% Battle Shout level 5 On Hit: 10% Set Up level 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 112, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 334.95 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% Silence Resist +30% A Helmet. But with steam power! |
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Talents +4 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ When Hit 2 cold When Hit: * 43% chance to reduce strength, dexterity, and constitution by 38 * 40% chance to reduce damage dealt by 24% defense ------ Armor +5 Defense +16 (+4 eff.) Fatigue +4% Crit Resistance 15.00% Physical save +21 (+7 eff.) Poison Resist +21% Disease Resist +21% Silence Resist +45% Confus Resist +50% Pinning Resist +25% Stun Resist +50% Knockbk Resist +25% Teleport Resist +100% Blink to a nearby random location (rad 12) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% blight When Hit 2 mind When Hit: * 33% chance to reduce strength, dexterity, and constitution by 38 * 26% chance to reduce damage dealt by 24% defense ------ Resistance +9% blight +6% mind Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 15 turn cooldown 100% to increase all damage by 27% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +15% light +6% blight Ignore resists +25% blight When Hit 10 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +30% light +6% blight other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +13% blight defense ------ Resistance +13% blight +3% darkness +6% mind Spell save +15 (+5 eff.) Life Regen +2.00 Poison Resist +20% Stun Resist +10% Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Critical power +14.00% Spellpower +16 (+4 eff.) Damage +9% blight +8% fire +12% arcane +3% cold Ignore resists +10% arcane When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +6% blight Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * injects a simple virus dealing 84 blight damage on hit and lowering the victims highest stat While equipped: offense ------ Spell Crit +23% Spellpower +2 (+1 eff.) Damage +30% blight +30% fire +30% darkness +30% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +6% blight +6% arcane +9% mind Ignore resists +5% blight defense ------ Fatigue -20% Resistance +15% blight other ------- Encumbrance +50 Mana/turn +0.17 Max mana +25.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 100% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 acid +12 temporal On-crit, radius 2 +8 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 143 damage * injects a simple virus dealing 84 blight damage on hit and lowering the victims highest stat While equipped: offense ------ Damage +21% blight Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +6% acid Sharp, long, and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore resists +25% arcane When Hit: * 23% chance to reduce strength, dexterity, and constitution by 38 * 32% chance to reduce damage dealt by 24% defense ------ Defense +10 (+3 eff.) Fatigue -4% Resistance +30% lightning +16% fire +17% light +5% arcane Mind save +7 (+2 eff.) Stealth +8 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical When Hit 0 physical defense ------ Armor +10 Resistance +15% all Crit Resistance 35.00% other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 darkness, 4 fire, 5 arcane, 5 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 154 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 316 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% Mindpower +15 (+5 eff.) Damage +6% cold defense ------ Resistance +11% lightning Mind save +9 (+3 eff.) Stun Resist +26% other ------- Max psi +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% cold Ignore resists +5% fire defense ------ Resistance +3% light +3% cold Mind save +6 (+2 eff.) Confus Resist +20% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +7 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +6% nature Mind save +7 (+2 eff.) Confus Resist +24% other ------- Light +3 See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Accuracy +6 (+1 eff.) defense ------ Resistance +12% cold Disarm Resist +20% other ------- Infravision +3 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun defense ------ Armor +2 Defense +6 (+2 eff.) Resistance +3% acid Unlife -40.00 life Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil +5 Cun offense ------ Mindpower +7 (+3 eff.) On-Hit 19 light On-Ranged-Hit 15 light Damage +10% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Master/Psionic Weapon Damage 58.5 - 87.8 Physical Uses 120% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +35 mind On Hit: * 74% chance to reduce all saves and defense by 29 While equipped: Stats +6 Dex +10 Wil +9 Cun +10 Con offense ------ Physical Power +21 (+5 eff.) Combat Speed +10% Damage +3% mind Ignore resists +10% blight +20% physical Accuracy +27 (+7 eff.) When Hit 8 cold On-Hit (Melee): * 25% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +9% mind Disarm Resist +39% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 42.0 - 63.0 Physical Uses 120% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 arcane While equipped: Stats +5 Str +5 Dex +9 Mag +10 Wil +10 Cun +7 Con offense ------ Spellpower +5 (+1 eff.) Ignore resists +12% physical Accuracy +13 (+3 eff.) Ignore Armor +12 defense ------ Resistance +6% nature other ------- Max vim +30.00 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 30% Cun, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 35.0 - 45.5 Physical Uses 33% Cun, 45% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 60% Cun, 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 0% Mag, 80% Cun Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 22.5 - 31.5 Physical Uses 100% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +5 Str +5 Dex +4 Mag +4 Wil +5 Cun +5 Con offense ------ Critical power +10.00% Physical Power +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 38 Sharp, long, and deadly. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% blight +12% mind Accuracy +10 (+2 eff.) When Hit 4 mind other ------- Max stamina +10.00 Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +8 (+2 eff.) Spellpower +15 (+3 eff.) Damage +20% blight Accuracy +7 (+2 eff.) defense ------ Defense +13 (+3 eff.) Resistance +15% lightning +3% cold +6% darkness other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 272.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+2 eff.) Damage +15% darkness +12% acid Ignore resists +15% acid defense ------ Armor +3 Hardiness +4% Resistance +6% cold Physical save +4 (+2 eff.) other ------- Mana/turn +0.13 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +5.0% Spell Crit +7% Physical Power +13 (+3 eff.) Spellpower +27 (+6 eff.) Damage +25% blight Accuracy +9 (+2 eff.) other ------- Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +7 (+2 eff.) Spellpower +21 (+5 eff.) Damage +20% blight +27% mind Ignore resists +15% acid Accuracy +6 (+1 eff.) defense ------ Defense +8 (+2 eff.) Life Regen +1.00 Healmod +16% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 272.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Con offense ------ Ignore Armor +1 defense ------ Resistance +6% lightning +5% temporal other ------- Max stamina +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +5 Dex +2 Con defense ------ Life +34.00 Life Regen +4.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +6% acid +3% physical +9% darkness defense ------ Armor +2 Resistance +6% acid Life Regen +1.00 Healmod +13% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +3% nature Physical save +5 (+2 eff.) Life Regen +2.00 other ------- Psi when Hit +0.04 Max psi +40.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +7 Wil +3 Cun +5 Con defense ------ Defense +22 (+6 eff.) Resistance +0% lightning +9% fire +5% arcane +6% darkness Crit Resistance 15.00% Physical save +12 (+4 eff.) Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 poison 0 physical 20 nature slow defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ When Hit 2 acid defense ------ Armor +3 Fatigue +2% Resistance +6% temporal Disease Resist +20% Knockbk Resist +20% other ------- EQ when Hit +0.04 Rush: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 9 Cooldown: 20 Travel.spd 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. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +9 Dex +5 Mag +2 Wil +5 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +4 Defense +12 (+3 eff.) Fatigue +3% Resistance +3% cold other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +25 (+6 eff.) defense ------ Armor +1 Resistance +9% lightning +7% temporal +6% mind Life Regen +2.00 other ------- Stamina/turn +3.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +7 Wil +9 Cun +6 Con offense ------ Spellpower +8 (+2 eff.) Damage +6% mind +12% blight defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun +2 Str offense ------ Damage +9% acid +6% mind Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +36% other ------- Psi when Hit +0.24 Max hate +4.00 See Invisibility +15 Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Damage Against +0% Undead +0% Demon +0% Horror On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Damage +6% arcane defense ------ Armor +8 Fatigue +5% Mind save +10 (+3 eff.) Life +60.00 Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +8 arcane On-crit, radius 2 +12 arcane On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +10 Dex +3 Cun +4 Con offense ------ Damage +3% arcane +3% nature On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +6% nature other ------- Stamina when Hit +1.20 EQ when Hit +1.80 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 485.0 Physical damage. If the attack hits, the target is confused (43% effect) for 6 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +3% nature +15% blight Ignore resists +5% blight On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Defense +1 (+0 eff.) Resistance +5% arcane other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black 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: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Crit +4.0% Accuracy +10 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +6 Resistance +8% darkness +1% physical Affinity +15% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +10% physical defense ------ Resistance +3% fire +3% light +9% temporal While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +12% blight +15% cold Ignore resists +20% acid When Hit 4 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +6% acid +18% cold other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +7 (+2 eff.) Ignore resists +8% all Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Resistance +5% arcane +12% cold Crit Resistance 5.00% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +10 (+3 eff.) Life Regen +4.00 other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 238/400 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. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Spellpower +30 (+6 eff.) Spellpower/crit +8 Damage +12% blight +6% temporal +9% arcane On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal other ------- Mana-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rea the Abomination Reaver level 20
50th Dusk 122nd year of Ascendancy at 18:03 see stats
By Rea the Abomination Reaver level 28
24th Pyre 123rd year of Ascendancy at 15:00 see stats
By Rea the Abomination Reaver level 38
21st Dusk 123rd year of Ascendancy at 09:40 see stats
By Rea the Abomination Reaver level 36
7th Flare 123rd year of Ascendancy at 05:53 see stats
By Rea the Abomination Reaver level 10
2nd Summertide 122nd year of Ascendancy at 11:13 see stats
By Rea the Abomination Reaver level 20
47th Dusk 122nd year of Ascendancy at 16:23 see stats
By Rea the Abomination Reaver level 30
76th Pyre 123rd year of Ascendancy at 06:16 see stats
By Rea the Abomination Reaver level 27
24th Pyre 123rd year of Ascendancy at 11:26 see stats
By Rea the Abomination Reaver level 25
55th Haze 122nd year of Ascendancy at 01:45 see stats
By Rea the Abomination Reaver level 23
1st Time of Equilibrium 122nd year of Ascendancy at 09:52 see stats
By Rea the Abomination Reaver level 17
36th Dusk 122nd year of Ascendancy at 17:11 see stats
By Rea the Abomination Reaver level 9
10th Mirth 122nd year of Ascendancy at 05:39 see stats
By Rea the Abomination Reaver level 24
11st Haze 122nd year of Ascendancy at 05:28 see stats
By Rea the Abomination Reaver level 27
16th Regrowth 123rd year of Ascendancy at 02:11 see stats
By Rea the Abomination Reaver level 18
42nd Dusk 122nd year of Ascendancy at 03:21 see stats
By Rea the Abomination Reaver level 15
29th Dusk 122nd year of Ascendancy at 14:03 see stats
By Rea the Abomination Reaver level 32
79th Pyre 123rd year of Ascendancy at 11:19 see stats
By Rea the Abomination Reaver level 16
30th Dusk 122nd year of Ascendancy at 19:03 see stats
Log
Rea activates Embedded Restoration Systems.
Rea activates her cloak's restoration systems!
Rea deactivates Infestation.
Rea activates Infestation.
Rea tessellates her cloak!
Rea tessellates her cloak!
Rea deactivates Defensive Posture.
Rea activates Defensive Posture.
Rea deactivates Ruin.
Rea activates Ruin.
Rea deactivates Overkill.
Rea activates Overkill.
Rea deactivates Beyond the Flesh.
Rea activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Shield
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You don't see how to get there...
You don't see how to get there...
Space around you starts to dissolve...
Resting starts...
Rea regains balance.
Talent Elemental Discord is ready to use.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Rea deactivates her cloak's restoration systems.
Galen's Flowing Robe activates and resets Rea's Defensive Posture cooldown!