














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Convenient Digging 1.5.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Spell Merchants 1.0.1 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Prodigy Tweaks 1.5.5 Revamped Alchemist 1.5.5 The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Vector |
| Level / Exp | 26 / 7% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 68 (base 57) |
| Dexterity | 60 (base 57) |
| Constitution | 65 (base 57) |
| Magic | 85 (base 57) |
| Willpower | 84 (base 57) |
| Cunning | 81 (base 57) |
Resources
| Mana | 800/815 |
| Steam | 174/174 |
| Vim | 540/540 |
| Life | 6026/6038 |
| Positive | 500/500 |
| Stamina | 728/735 |
| Soul | 10/10 |
| Healing Factor | 1.5110638297872 |
| Regeneration | 112.20893174434 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +135% |
| Spell | +200% |
| Global | +225% |
Vision
| Sight | 10 |
| Lite | -5 |
| Infravision | 19 |
| See Stealth | 131.40007106679 |
| See Invisible | 141.40007106679 |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 107 |
| Speed | 0.33 |
Offense: Offhand
| Damage | 168 |
| Accuracy | 65 |
| Crit Chance | 38% |
| APR | 110 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 31% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 48.75 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 40% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +55% |
| Blight | +61% |
| Arcane | +58% |
| Cold | +59% |
| Lightning | +50% |
| Darkness | +72% |
| Light | +50% |
| Temporal | +50% |
| Physical | +56% |
| Mind | +67% |
| Fire | +59% |
| Nature | +65% |
Offense: Damage Penetration
| Acid | +58% |
| Blight | +50% |
| Arcane | +50% |
| Cold | +57% |
| Lightning | +58% |
| Darkness | +60% |
| Light | +50% |
| Temporal | +50% |
| Physical | +65% |
| Mind | +50% |
| Fire | +58% |
| Nature | +55% |
Defense: Base
| Armour (hardiness) | 107 (100%) |
| Defense | 99 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 124 |
| Spell Save | 141 |
| Mental Save | 135 |
Defense: Resistances
| Acid | + 89%(100%) |
| Blight | + 88%(100%) |
| Arcane | + 84%(100%) |
| Cold | + 89%(100%) |
| All | + 65%(100%) |
| Mind | + 85%(100%) |
| Lightning | + 97%(100%) |
| Light | + 82%(100%) |
| Temporal | + 88%(100%) |
| Physical | + 89%(100%) |
| Darkness | + 94%(100%) |
| Fire | +100%(100%) |
| Nature | + 94%(100%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 45% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery - bows | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire alchemy | 7.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 3.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Debility | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Deviltry | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane surge | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Thunderstrike | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Dual weapons | 7.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 6.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mage warden | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 4.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 1.30 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Flame Infusion |
| talent | Blurred Mortality |
| talent | Corrupted Archery |
| talent | Dark Ritual |
| talent | Body of Fire |
| beneficial effect | Parrying melee attacks: Has a 84% chance to deflect up to 39 damage from the next 2.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Yvyriatha the ghoulking. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 123. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed pouch of bone giant dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 4 power out of 20/20) : Effective talent level: 3.6 Power cost: 4 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Gunukalthotir the PlagueprophetPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Mag Changes resistances: +8% blight / +8% darkness Changes resistances penetration: +5% nature Changes damage: +12% mind Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: -5 Infravision radius: +10 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 42 blight damage or heals 39 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid / 10 vim draining blight / 12 darkness Changes stats: +5 Mag / +8 Wil / +4 Cun Changes damage: +11% blight / +5% arcane Mental save: +3 (+1 eff.) Maximum psi: +20.00 Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 5 power out of 45/45) : Effective talent level: 2.0 Power cost: 5 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 26%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On hands | psychic's hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Damage (Melee): 8 mind Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +5% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| On fingers | KorodanPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +4 Str / +9 Mag / +5 Wil / +4 Con Spell save: +6 (+1 eff.) Vim when firing critical spell: +3.00 Spellpower: +12 (+3 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
| On fingers | Ulfalarion the gold ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Cun / +7 Wil Changes resistances: +9% blight / +30% nature / +5% arcane Changes damage: +15% nature Life regen: +0.80 Maximum life: +60.00 Mindpower: +8 (+2 eff.) Healing mod.: +16% Rings can have magical properties. |
| Around neck | LayekiraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +34% lightning / +16% temporal Spell save: +6 (+1 eff.) Blindness immunity: +10% Disease immunity: +15% Pinning immunity: +23% Stun/Freeze immunity: +45% Knockback immunity: +39% Amulets can have magical properties. |
| In main hand | Lavawyrd the dwarven-steel dagger (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage (Melee): +23 insidious poison Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +7% cold Changes damage: +3% fire Sharp, short and deadly. |
| Around waist | hardened leather belt 'Karuisandur'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +7 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +15% physical Critical mult.: +3.00% Physical save: +15 (+2 eff.) Mindpower: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 2 power out of 10/10) : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 256.84 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Bleakstake the cashmere cloak (12 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +12 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Cun / +7 Wil Changes resistances: +3% nature Changes damage: +6% darkness Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+2 eff.) Mental crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Infernowoe the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13% acid / +13% physical / +16% darkness / +12% cold / +14% fire Changes damage: +5% acid / +6% physical / +11% darkness / +9% cold / +3% arcane / +6% fire Talent cooldown: Refit Golem (-2 turns) Mental save: +17 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psionicist's gold ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% fire Changes damage: +12% fire Mental save: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.flaming stralite battleaxe of daylight (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +10 light Burst (radius 1) on hit: +12 fire Damage against: +20% Undead Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Talent masteries: +0.10 Wild-gift / Thunder +0.10 Wild-gift / Supercell Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% 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. |
This item will automatically be transmogrified when you leave the level.Velavena the dwarven-steel dagger (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 light Burst (radius 1) on hit: +6 fire Damage against: +9% Undead When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +5% blight / +8% physical Spell save: +20 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +40% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel dagger (14.5-18.85 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing stralite dagger of the mystic (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +8 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger of massacre (17-22.1 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +21% Sharp, short and deadly. |
blazebringer's steel dagger of massacre (16-20.8 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger 'Camoroddathad' (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +38 insidious poison / +8 mind Burst (radius 1) on hit: +8 blight When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +15% blight Spell save: +3 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of phasing (21-27.3 power, 13 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Sharp, short and deadly. |
thunderous steel dagger of projection (13-16.9 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to daze at end of turn * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel greatsword of the mystic (33.5-53.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid When wielded/worn: Changes stats: +2 Mag / +6 Wil Spellpower: +10 (+3 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of the mystic (33-52.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Mag / +5 Wil Disarm immunity: +43% Spellpower: +12 (+3 eff.) Massive two-handed swords. |
Blazeidol the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 acid / +12 lightning Burst (radius 1) on hit: +4 fire When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Str / +2 Wil Changes damage: +15% acid / +15% lightning Longbows are used to shoot arrows at your foes. |
Sunidol the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 cold Burst (radius 2) on crit: +2 arcane When wielded/worn: Ammo reloads per turn: +5 Changes stats: +6 Dex / +5 Mag Changes resistances penetration: +12% temporal / +10% arcane / +30% physical Changes damage: +3% fire / +11% physical / +11% temporal / +17% cold Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.runic elm longbow Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +3 Mag Changes damage: +8% arcane Spellpower: +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel longsword of daylight (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +11 light Damage against: +12% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of massacre (32-44.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Ragotodig (26.5-37.1 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 13% chance to disease Damage (Melee): +15 blight Burst (radius 1) on hit: +8 fire When wielded/worn: Changes resistances: +9% blight Changes resistances penetration: +5% temporal Changes damage: +3% blight Disease immunity: +43% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel mace (29.5-41.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +11 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace (27-37.8 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Cyraldann the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +24 (+6 eff.) Physical crit. chance: +15.0% Changes stats: +5 Dex / +2 Wil Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather sling 'Poligabeth' Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +12 cold When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +10% arcane / +15% physical Changes damage: +9% physical / +12% cold Life regen: +0.40 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Adyselravena the ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +3 Str / +1 Dex Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +8.00% Maximum life: +10.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +15% Mindpower: +6 (+1 eff.) It can be used to unleash an elemental blastwave, dealing 58.13 to 69.76 arcane damage in a radius 3 around the user, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew starstaff of might (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of power (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of fate (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamsaw of erosion (25.5-38.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +49 Damage (Melee): +9 nature / +8 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +8 (+2 eff.) Stealth bonus: +5 Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 10 power out of 50/50) : Effective talent level: 1.0 Power cost: 10 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of blight (+10%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% blight Changes damage: +10% blight Mental save: +17 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven linen robe of lightning (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Mental save: +15 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of blight (+13%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +13% blight Changes damage: +13% blight Spell save: +19 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of light (+21%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% light Changes damage: +14% light Spell save: +18 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets 'Prismscar' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 6 light / 5 physical Changes resistances: +14% light Changes resistances penetration: +10% light Changes damage: +8% light / +5% physical Life regen: +1.80 Stamina each turn: +0.90 Maximum stamina: +16.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Ulfedan (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +1 Cun Changes resistances: +18% light / +13% temporal Changes resistances penetration: +15% mind Changes damage: +6% darkness / +19% temporal / +21% light / +6% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major See invisible: +9 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of dexterity (+3) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Islelramira' (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +13 Con / +7 Lck Mana each turn: +0.08 Mana when firing critical spell: +3.00 Maximum mana: +80.00 Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather cap of absorption (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +1.10 Equilibrium when hit: +0.70 A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 12 power out of 60/60) : Effective talent level: 2.0 Power cost: 12 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level.steel mail armour of stability (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +6% physical Physical save: +11 (+1 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)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: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 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... |
This item will automatically be transmogrified when you leave the level.hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Maximum life: +29.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of spell shielding (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +5% arcane Spell save: +13 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +7% physical Physical save: +13 (+2 eff.) A suit of armour made of leather. |
arcing quiver of elven-wood arrows (20/20, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +14 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.arcing quiver of yew arrows of accuracy (14/15, 29-40.6 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +8 lightning Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elven-wood arrows of vileness (52/52, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 52 On weapon hit: * 20% chance to disease Damage (Ranged): +8 blight When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorerivena the Abysssin (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 16 nature / 16 fire Changes stats: +2 Str Changes resistances: +16% fire / +14% darkness / +12% nature Changes damage: +7% nature / +3% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Splendourgrinder' (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +2 Str Changes resistances: +24% nature / +6% fire / +7% darkness / +6% light Changes damage: +14% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of quickening (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Nymnir Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+2 eff.) Changes stats: +9 Wil Changes resistances: +12% fire Critical mult.: +26.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+3 eff.) Cut immunity: +10% Stun/Freeze immunity: +15% Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (10/10)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 40 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level.Bregofang the pouch of dwarven-steel shots (21/21, 37-44.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +8 lightning / +8 blight / +15 fire / +12 mind / +12 arcane Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.barbed pouch of dwarven-steel shots of accuracy (15/15, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Ranged): +8 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.supercharged dwarven-steel torque of mindblast [power 205] (2 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 9 beam dealing 102.50 to 205.00 mind damage, putting all charms on cooldown for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Catgra the Cornac Vector level 16
34th Dusk 122nd year of Ascendancy at 16:15 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Catgra the Cornac Vector level 17
45th Dusk 122nd year of Ascendancy at 01:04 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Catgra the Cornac Vector level 9
3rd Mirth 122nd year of Ascendancy at 16:23 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Catgra the Cornac Vector level 10
4th Mirth 122nd year of Ascendancy at 01:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Catgra the Cornac Vector level 10
4th Mirth 122nd year of Ascendancy at 01:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Catgra the Cornac Vector level 20
2nd Haze 122nd year of Ascendancy at 14:16 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Catgra the Cornac Vector level 11
9th Mirth 122nd year of Ascendancy at 12:09 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Catgra the Cornac Vector level 16
34th Dusk 122nd year of Ascendancy at 17:13 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Catgra the Cornac Vector level 8
3rd Mirth 122nd year of Ascendancy at 11:04 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Catgra the Cornac Vector level 10
4th Mirth 122nd year of Ascendancy at 01:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Catgra the Cornac Vector level 6
77th Pyre 122nd year of Ascendancy at 09:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Catgra the Cornac Vector level 6
79th Pyre 122nd year of Ascendancy at 03:13 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Catgra the Cornac Vector level 4
76th Pyre 122nd year of Ascendancy at 07:39 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Catgra the Cornac Vector level 2
74th Pyre 122nd year of Ascendancy at 18:38 see stats
Log
Catgra picks up (U.): arcing quiver of yew arrows of accuracy (14/15, 29-40.6 power, 10 apr).
Catgra picks up (M.): hardened leather cap 'Islelramira' (0 def, 3 armour).
Catgra picks up (H.): spellwoven silk robe of blight (+13%) (3 def, 0 armour).
Catgra picks up (r.): runic elm longbow.
Ran for 8 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Quest 'Escort: injured seer (level 5 of Dreadfell)' is done! (Press 'j' to see the quest log)
Ran for 2 turns (stop reason: chat started).
Catgra deactivates Flame Infusion.
Catgra activates Flame Infusion.
Catgra deactivates Blurred Mortality.
Catgra activates Blurred Mortality.
Catgra deactivates Corrupted Archery.
Catgra activates Corrupted Archery.
Catgra deactivates Dark Ritual.
Catgra activates Dark Ritual.
Catgra deactivates Body of Fire.
The raging fire around Catgra calms down and disappears.
Catgra activates Body of Fire.
Catgra turns into pure flame!
Catgra deactivates Body of Fire.
The raging fire around Catgra calms down and disappears.
Catgra deactivates Blurred Mortality.
Catgra deactivates Dark Ritual.
Catgra deactivates Flame Infusion.
Catgra deactivates Corrupted Archery.































































































































































































