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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Fashionista 1.5.0The donator fortress mirror feature remembers item graphics not only for worn items, but also for transmogrified items. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
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 :) 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. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Yakri's Stat Changes-mod 1.6.7My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level after 50, so 10% should you reach level 100. Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.04 life regen/turn per point. Added 0.25% Heal Mod per point. Added 1 Stamina per point. Yakri: This is my take on TLR's (thelastraven) stat changes mod. Mainly I just wanted my own exact preferences registered on te4 to be honest. I liked the overall concept, but felt some of the changes were too powerful even for some nightmare runs on mid classes. This mod takes the basic shell of TLR's stat changes, then strips out some extra global bonuses to resists and nerfs some constition changes I felt went too far This mod goes over particularly well with other overpowered fun addons, like the multi-class challenge. There are also maybe some unlisted changes to what willpower does, looks like giving bonuses to mana/stamina/psi? I'm scared to touch that section so far. The game will be a complete cakewalk at lower difficulties, be aware. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Arcane Blade |
Level / Exp | 34 / 3% |
Size | medium |
Lifes / Deaths | Killed by ritch hunter at level 17 on the 10th Dearth 124th year of Ascendancy at 12:20 0 / 7Killed by orc necromancer at level 17 on the 11st Dearth 124th year of Ascendancy at 04:14 Killed by orc blood mage (subdued) at level 31 on the 22nd Loss 124th year of Ascendancy at 16:00 Killed by High Sun Paladin Aeryn at level 34 on the 48th Destruction 124th year of Ascendancy at 02:32 Killed by High Sun Paladin Aeryn at level 34 on the 48th Destruction 124th year of Ascendancy at 04:31 Killed by High Sun Paladin Aeryn at level 34 on the 48th Destruction 124th year of Ascendancy at 07:17 Killed by High Sun Paladin Aeryn at level 34 on the 48th Destruction 124th year of Ascendancy at 10:59 |
Primary Stats
Strength | 65 (base 42) |
Dexterity | 40 (base 20) |
Constitution | 31 (base 20) |
Magic | 66 (base 42) |
Willpower | 43 (base 20) |
Cunning | 81 (base 41) |
Resources
Life | -194/1066 |
Mana | 35/491 |
Stamina | 145/302 |
Steam | 100/100 |
Healing Factor | 1.2025 |
Regeneration | 7.323225 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 61.965425125002 |
See Invisible | 61.965425125002 |
Offense: Mainhand
Damage | 154 |
Accuracy | 48 |
Crit Chance | 31% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Mind | +7% |
Lightning | 0% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Physical | +14% |
Defense: Base
Armour (hardiness) | 33.413408721348 (65.897138898113%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 18 |
Physical Save | 42 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Darkness | + 6%( 73%) |
Lightning | + 19%( 73%) |
Light | + 6%( 73%) |
Cold | + 13%( 73%) |
Blight | + 7%( 73%) |
Acid | + 12%( 73%) |
Fire | + 19%( 73%) |
All | 0%( 73%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 15% |
Instadeath Resistance | 100% |
Disarm Resistance | 41% |
Poison Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 40% faster, and you are invisible (power 22). Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 71 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (15 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Stone | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Race / Whitehooves | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: -3% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +4 Mag / +3 Wil Changes resistances: +6% darkness Maximum encumbrance: +23 Physical save: +8 (+3 eff.) Maximum stamina: +10.00 Spellpower: +8 (+3 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 19 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +7% mind Blindness immunity: +29% Confusion immunity: +15% Light radius: +8 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +6 Wil / +3 Cun Changes resistances: +7% blight Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 458 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +19% fire / +19% lightning / +13% cold Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +5 Wil / +9 Cun / +7 Lck Damage against: +22% Summoned Reduced damage from: +22% Summoned Trap disarming bonus: +17 Stealth bonus: +10 Infravision radius: +5 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to slow global speed by 54% * 17% chance to reduce strength, dexterity, and constitution by 25 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 blight When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +9 Con Changes resistances: +6% light Changes resistances penetration: +10% light / +14% physical Disease immunity: +49% Disarm immunity: +41% Light radius: +3 Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 13% chance to reduce all saves and defense by 27 Damage (Melee): 19 mind / 16 darkness Changes stats: +4 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Talent granted: +1 Sand Shredder Physical save: +9 (+3 eff.) Mental save: -12 (-6 eff.) Mindpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +3 Wil Mental save: +13 (+5 eff.) Life regen: +5.00 Maximum life: +43.00 Healing mod.: +15% A suit of armour made of mail. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes stats: +2 Mag Changes resistances cap: +3% all Physical save: +16 (+5 eff.) Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +28.00 Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +3% temporal Changes resistances penetration: +5% acid Reduces incoming crit damage: 5.00% Physical save: +18 (+6 eff.) Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +20 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 27 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): 5 physical Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +13% Undead When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +9% physical Disarm immunity: +31% Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed mauls. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +7% mind Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Mental save: +12 (+5 eff.) Stamina each turn: +2.00 A suit of armour made of mail. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 19 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Con Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 fire Changes resistances: +12% fire Changes resistances penetration: +15% acid / +20% fire Life regen: +4.00 Light radius: +2 Healing mod.: +14% A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Mag Changes damage: +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Fatigue: +3% Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Infravision radius: +1 A cap made of leather. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+7 eff.) Fatigue: +4% Changes stats: +3 Dex / +5 Wil Critical mult.: +5.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered 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) Activation costs 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Asterion the Whitehoof Arcane Blade level 3
11st Retaking 124th year of Ascendancy at 17:42 see stats
By Asterion the Whitehoof Arcane Blade level 11
5th Revenge 124th year of Ascendancy at 06:09 see stats
By Asterion the Whitehoof Arcane Blade level 28
12nd Loss 124th year of Ascendancy at 16:53 see stats
By Asterion the Whitehoof Arcane Blade level 28
15th Loss 124th year of Ascendancy at 13:44 see stats
By Asterion the Whitehoof Arcane Blade level 10
42nd Retaking 124th year of Ascendancy at 04:58 see stats
By Asterion the Whitehoof Arcane Blade level 20
13rd Dearth 124th year of Ascendancy at 02:51 see stats
By Asterion the Whitehoof Arcane Blade level 30
18th Loss 124th year of Ascendancy at 00:26 see stats
By Asterion the Whitehoof Arcane Blade level 31
23rd Loss 124th year of Ascendancy at 12:30 see stats
By Asterion the Whitehoof Arcane Blade level 17
10th Dearth 124th year of Ascendancy at 03:57 see stats
By Asterion the Whitehoof Arcane Blade level 24
20th Dearth 124th year of Ascendancy at 12:15 see stats
Log
Asterion surges with earthen power!
Asterion is silenced and cannot use Flame.
High Sun Paladin Aeryn stops burning.
Asterion damages himself through Martyrdom!
Shield of Light hits High Sun Paladin Aeryn for 10 healing, 10 healing, 10 healing, 10 healing, 10 healing, 10 healing, 10 healing (0 total damage) [70 healing].
High Sun Paladin Aeryn hits Asterion for (4 flat reduction), 90 physical, (4 flat reduction), 61 physical, (2 flat reduction), 0 blight, (1 flat reduction), 0 lightning, (4 flat reduction), 0 fire, (2 flat reduction), 0 darkness, (2 flat reduction), 0 mind (151 total damage).
Melee retaliation hits Asterion for (4 flat reduction), 10 light, (1 flat reduction), 0 fire (10 total damage).
Asterion hits High Sun Paladin Aeryn for 174 physical, 5 blight, 5 lightning, 10 fire, 6 darkness, 5 mind (205 total damage).
Elemental Surge hits High Sun Paladin Aeryn for 249 physical damage.
Asterion aims less carefully.
Asterion stops surging mana.
Asterion damages himself through Martyrdom!
High Sun Paladin Aeryn receives 10 healing from Shield of Light.
High Sun Paladin Aeryn hits Asterion for (4 flat reduction), 1 lightning (1 total damage).
Thunderstorm hits High Sun Paladin Aeryn for 15 lightning damage.
Asterion resists the silence!
High Sun Paladin Aeryn's light area effect hits Asterion for (4 flat reduction), 64 light (64 total damage).
High Sun Paladin Aeryn's sanctity area effect hits Asterion for (4 flat reduction), 16 light (16 total damage).
High Sun Paladin Aeryn is free from the illness.
Asterion slows down.
Asterion damages himself through Martyrdom!
High Sun Paladin Aeryn receives 11 healing from Shield of Light.
High Sun Paladin Aeryn hits Asterion for (4 flat reduction), 2 lightning (2 total damage).
Thunderstorm hits High Sun Paladin Aeryn for 16 lightning damage.
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
High Sun Paladin Aeryn hits Asterion for (4 flat reduction), 609 physical (609 total damage).
Asterion the level 34 whitehoof arcane blade was hacked apart to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.
The furious lightning storm around Asterion calms down and disappears.