Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Infinite500 v2.5: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Early Infinite Dungeon 1.3.0Allows you to use the stairs from the Ruined Dungeon to the Infinite Dungeon, even if you haven't completed the campaign. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Adjustable Talent/Stat/Generic/Category Point Multiplier 1.2.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. ZOmnibus Addon Pack 1.3.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Xorn |
| Class | Forge Knight |
| Level / Exp | 26 / 48% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 129 (base 57) |
| Dexterity | 59 (base 57) |
| Constitution | 65 (base 57) |
| Magic | 82 (base 57) |
| Willpower | 70 (base 57) |
| Cunning | 86 (base 57) |
Resources
| Mana | 540/550 |
| Psi | 160/160 |
| Life | 1414/1414 |
| Stamina | 412/412 |
| Equilibrium | 0 |
| Healing Factor | 1.4487309188107 |
| Regeneration | 42.508056827815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +55.211342722655% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 72 |
| Crit Chance | 64% |
| APR | 19 |
| Speed | 0.85 |
| Damage | 250 |
| Accuracy | 72 |
| Crit Chance | 66% |
| APR | 20 |
| Speed | 0.85 |
Offense: Offhand
| Damage | 113 |
| Accuracy | 72 |
| Crit Chance | 61% |
| APR | 19 |
| Speed | 0.85 |
| Damage | 113 |
| Accuracy | 72 |
| Crit Chance | 61% |
| APR | 19 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56.133333333333 |
| Crit Chance | 24% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 92.226618350838 (100%) |
| Defense | 36.075 |
| Ranged Defense | 38.075 |
| Fatigue | 0 |
| Physical Save | 61.475 |
| Spell Save | 40.066666666667 |
| Mental Save | 58.2 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Confusion Resistance | 30% |
| Fear Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Disarm Resistance | 89% |
| Bleed Resistance | 30% |
| Pinning Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Xorn | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/3 |
| Technique / Forger's endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Earth Glide |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Magic by +1. | 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 improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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's current energy level is: 11. | 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 |
Equipment
| On feet | restorative pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) restorative pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Life regen: +1.50 Healing mod.: +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern nightwalker's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +3 Wil Critical mult.: +10.00% 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. |
| On head | masterforged dwarven-steel helm (4 def, 15.5 armour) masterforged dwarven-steel helm (4 def, 15.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +16 Defense: +4 (+2 eff.) Fatigue: +4% Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +7% blight / +14% cold / +14% arcane Talent mastery: +0.10 Technique / Bloodthirst Talent granted: +2 Mental Shielding Mental save: +47 (+12 eff.) Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +84.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Huneg the iron gauntlets (0 def, 1 armour) Huneg the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 cold Changes resistances: +21% acid / +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Cloudtorrent' (dig speed 14 turns) dwarven-steel pickaxe 'Cloudtorrent' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% mind Changes resistances penetration: +20% lightning Maximum life: +27.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +28.00 Rings can have magical properties. |
| On fingers | solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +19% Disease immunity: +16% Rings can have magical properties. |
| On fingers | Deepskill the stralite ring Deepskill the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +30% lightning / +6% darkness / +6% blight Changes damage: +15% lightning Rings can have magical properties. |
| Around neck | steel amulet of cunning (+2) steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
| In main hand | masterforged dwarven-steel waraxe (32.5-45.5 power, 19 apr) masterforged dwarven-steel waraxe (32.5-45.5 power, 19 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 32.5 - 45.5 Uses stat: 123% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +39 Armour Penetration: +19 Physical crit. chance: +11.5% Attack speed: 118% When this weapon hits: Lightning Breath (10% chance level 2). Damage (Melee): +21 insidious poison / +45 cold / +45 light When wielded/worn: Physical crit. chance: +4.0% Changes damage: +22% acid / +22% cold Talent granted: +5 Acidic Spray Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life One-handed war axes. |
| In main hand | masterforged stralite waraxe (55-77 power, 20 apr) masterforged stralite waraxe (55-77 power, 20 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 55.0 - 77.0 Uses stat: 123% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +39 Armour Penetration: +20 Physical crit. chance: +13.5% Attack speed: 118% When this weapon hits: Virulent Disease (10% chance level 2). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +12 mind / +45 nature / +45 arcane When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% acid Changes resistances penetration: +10% mind Changes damage: +22% fire / +3% mind / +22% darkness One-handed war axes. |
| Around waist | noble's rough leather belt of the mystic noble's rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +17% Summoned Mental save: +6 (+2 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | masterforged dwarven-steel swordbreaker (20.4-26.52 power, 19 apr) masterforged dwarven-steel swordbreaker (20.4-26.52 power, 19 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 3 Base power: 20.4 - 26.5 Uses stats: 51% Dex, 51% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy: +39 Armour Penetration: +19 Physical crit. chance: +8.5% Attack speed: 118% On weapon hit: * 12% chance to daze On weapon crit: * cripple the target Damage (Melee): +31 lightning / +31 arcane When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Changes stats: +3 Str / +1 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Changes damage: +15% nature / +15% acid Talent granted: +5 Flameshock A small blade with many notches along its edge. |
| In off hand | masterforged dwarven-steel swordbreaker (20.4-26.52 power, 19 apr) masterforged dwarven-steel swordbreaker (20.4-26.52 power, 19 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 3 Base power: 20.4 - 26.5 Uses stats: 51% Dex, 51% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy: +39 Armour Penetration: +19 Physical crit. chance: +8.5% Attack speed: 118% Damage (Melee): +31 lightning / +31 physical / +12 mind When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 8 acid Changes resistances penetration: +10% mind Changes damage: +15% lightning / +15% darkness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. A small blade with many notches along its edge. |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged dwarven-steel plate armour (8 def, 28 armour) masterforged dwarven-steel plate armour (8 def, 28 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +28 Defense: +8 (+4 eff.) Fatigue: +24% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +8% physical / +5% lightning / +22% fire / +14% arcane / +8% cold Talents cooldown: Track (-2 turns) Rush (-5 turns) Talents granted: +3 Burrow +1 Power Catalyst: Mind Physical save: +40 (+10 eff.) Cut immunity: +30% Disarm immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +54% Knockback immunity: +22% Life regen: +6.00 Maximum life: +291.00 A suit of armour made of metal plates. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. lightning rune (171 lightning damage)lightning rune (171 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 56.94 to 170.82 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's gold ring of nature (+20%) savior's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of wizardry (15-18 power, 3 apr, acid element)shimmering ash vilestaff of wizardry (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +65.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatmaul (15.5-23.25 power, 1 apr) iron greatmaul (15.5-23.25 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
iron greatsword (17-27.2 power, 1 apr) iron greatsword (17-27.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
masterforged dwarven-steel greatsword (71.8-114.88 power, 17 apr) masterforged dwarven-steel greatsword (71.8-114.88 power, 17 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: 71.8 - 114.9 Uses stat: 143% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +17 Physical crit. chance: +10.5% Attack speed: 118% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (Melee): +10 mind / +63 nature / +63 darkness Burst (radius 2) on crit: +9 ice When wielded/worn: Armour: +7 Changes resistances penetration: +10% cold Changes damage: +31% lightning / +31% mind Talent granted: +5 Flameshock It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
forged iron longsword (23.5-32.9 power, 17 apr) forged iron longsword (23.5-32.9 power, 17 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 23.5 - 32.9 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +17 Physical crit. chance: +9.5% Attack speed: 118% Damage (Melee): +40 fire When wielded/worn: Changes damage: +20% fire Sharp, long, and deadly. |
iron longsword (13-18.2 power, 2 apr) iron longsword (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (13-18.2 power, 2 apr) iron longsword (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
forged iron mace (23.5-32.9 power, 17 apr) forged iron mace (23.5-32.9 power, 17 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 23.5 - 32.9 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +39 Armour Penetration: +17 Physical crit. chance: +7.5% Attack speed: 118% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +40 cold When wielded/worn: Changes damage: +20% lightning Blunt and deadly. |
masterforged steel rapier (28.5-37.05 power, 18 apr) masterforged steel rapier (28.5-37.05 power, 18 apr)Requires: - Dexterity 14 - Strength 14 Powered by arcane forces Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 28.5 - 37.1 Uses stats: 47% Dex, 47% Cun, 47% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 118% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +45 cold / +7 light / +16 darkness Burst (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 8 fire Changes damage: +22% fire Talent granted: +5 Flameshock Light radius: +2 A light sword. |
dwarven-steel rapier (25-32.5 power, 4 apr) dwarven-steel rapier (25-32.5 power, 4 apr)Requires: - Dexterity 20 - Strength 20 2.50 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% A light sword. |
forged steel spear (28-39.2 power, 20 apr) forged steel spear (28-39.2 power, 20 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 28.0 - 39.2 Uses stat: 123% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +39 Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 95% Damage (Melee): +45 cold Thrust Range: 2 When wielded/worn: Changes damage: +22% cold A spear. |
balanced steel waraxe of the leech (13.5-18.9 power, 3 apr) balanced steel waraxe of the leech (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 5 nature slow Disarm immunity: +27% One-handed war axes. |
quick steel waraxe of crippling (13-18.2 power, 3 apr) quick steel waraxe of crippling (13-18.2 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +3 Dex One-handed war axes. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (15.5-20.15 power, 7 apr)dwarven-steel dagger (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
forged steel swordbreaker (16.7-21.71 power, 18 apr) forged steel swordbreaker (16.7-21.71 power, 18 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 2 Base power: 16.7 - 21.7 Uses stats: 49% Dex, 57% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy: +39 Armour Penetration: +18 Physical crit. chance: +8.0% Attack speed: 118% Damage (Melee): +28 fire When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +14% cold Light radius: +1 A small blade with many notches along its edge. |
forged iron throwing knives (5/5, 19-24.7 power, 20 apr) forged iron throwing knives (5/5, 19-24.7 power, 20 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 1 Base power: 19.0 - 24.7 Uses stats: 54% Dex, 62% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +44 Armour Penetration: +20 Physical crit. chance: +11.0% Attack speed: 118% Firing range: +3 Capacity: 5 Damage (Melee): +40 fire When wielded/worn: Changes damage: +20% nature These knives are specially weighted to be thrown. |
forged iron shield (7 def, 11 armour, 18.5-22.2 power, 58 block) forged iron shield (7 def, 11 armour, 18.5-22.2 power, 58 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +58 When wielded/worn: Armour: +11 Defense: +7 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +14% lightning Talent granted: +1 Block Spell save: +35 (+12 eff.) Disarm immunity: +30% Knockback immunity: +30% Handheld deflection devices. |
reforged dwarven-steel shield 'Guwyn' (11 def, 12.5 armour, 49.5-59.4 power, 121.5 block) reforged dwarven-steel shield 'Guwyn' (11 def, 12.5 armour, 49.5-59.4 power, 121.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +122 Damage (Melee): +18 cold Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +12 Defense: +11 (+5 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 15 ice Changes stats: +4 Str / +1 Wil / +1 Cun Changes resistances: +18% lightning / +27% cold / +14% physical Talents granted: +5 Arcane Shield +3 Block Spell save: +39 (+13 eff.) Disarm immunity: +30% Knockback immunity: +30% Light radius: +1 See invisible: +3 Deflect projectiles away: +8% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. The Calm (15 def, 0 armour)The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+7 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+5 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
forged iron mail armour (5.5 def, 14.5 armour) forged iron mail armour (5.5 def, 14.5 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +6 (+3 eff.) Fatigue: +12% Changes resistances: +14% fire Physical save: +35 (+9 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +253.00 A suit of armour made of mail. |
forged spiked steel mail armour of resilience (4.5 def, 16.5 armour) forged spiked steel mail armour of resilience (4.5 def, 16.5 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +14% nature Physical save: +33 (+8 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +265.00 A suit of armour made of mail. |
masterforged dwarven-steel mail armour (6.5 def, 22.5 armour) masterforged dwarven-steel mail armour (6.5 def, 22.5 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +6 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes resistances: +14% lightning / +17% temporal / +14% light Talent cooldown: Unstoppable (-5 turns) Talent granted: +4 Rush Physical save: +39 (+10 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +285.00 A suit of armour made of mail. |
forged steel plate armour (7 def, 23 armour) forged steel plate armour (7 def, 23 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +23 Defense: +7 (+4 eff.) Fatigue: +22% Changes resistances: +12% light / +17% cold / +11% darkness / +14% nature Talent cooldown: Disengage (-1 turn) Talents granted: +4 Burrow +1 Power Catalyst: Mind Physical save: +35 (+9 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +253.00 A suit of armour made of metal plates. |
forged steel plate armour (7 def, 23 armour) forged steel plate armour (7 def, 23 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +23 Defense: +7 (+4 eff.) Fatigue: +22% Changes resistances: +10% blight / +15% cold / +10% nature / +14% fire Talent cooldown: Juggernaut (-3 turns) Talent granted: +3 Second Wind Physical save: +35 (+9 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +253.00 A suit of armour made of metal plates. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 63% (based on Cunning), costing 28 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap of dexterity (+4) (0 def, 3 armour) hardened leather cap of dexterity (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex A cap made of leather. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
brass lantern 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (126 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Urathel the Xorn Forge Knight level 24
6th Flare 122nd year of Ascendancy at 05:14 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Urathel the Xorn Forge Knight level 24
6th Flare 122nd year of Ascendancy at 02:27 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Urathel the Xorn Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 09:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Urathel the Xorn Forge Knight level 20
5th Flare 122nd year of Ascendancy at 00:59 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Urathel the Xorn Forge Knight level 15
3rd Mirth 122nd year of Ascendancy at 09:08 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Urathel the Xorn Forge Knight level 24
6th Flare 122nd year of Ascendancy at 05:14 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Urathel the Xorn Forge Knight level 11
78th Pyre 122nd year of Ascendancy at 10:13 see stats
Log
Elven blood mage's Drain hits Urathel for 88 blight damage.
Elven blood mage casts Blood Grasp.
Elven blood mage drains life from Urathel!
Elven guard uses Block.
Elven blood mage's Blood Grasp hits Urathel for 76 blight damage.
Elven blood mage receives 38 healing from Urathel.
Urathel performs a melee critical strike against Elven blood mage!
Urathel performs a melee critical strike against Elven blood mage!
Urathel tries to disarm elven blood mage!
Urathel hits Elven blood mage for 565 physical damage.
Urathel killed Elven blood mage!
Elven guard hits Urathel for 4 temporal damage.
Urathel hits Elven guard for 22 acid, 11 darkness (33 total damage).
Urathel performs a melee critical strike against Elven guard!
Elven guard is poisoned!
Elven guard is dazed!
Urathel performs a melee critical strike against Elven guard!
Elven guard is not dazed anymore.
Urathel tries to disarm elven guard!
Elven guard hits Urathel for , 7 temporal, , 6 temporal, , 6 temporal, , 6 temporal (24 total damage).
Urathel hits Elven guard for (111 blocked), 332 physical, 3 nature, 52 cold, (45 blocked), 0 light, 8 cold, (111 blocked), 347 physical (742 total damage).
Urathel killed Elven guard!
Urathel no longer revels in blood quite so much.
Urathel deactivates Earth Glide.
Urathel deactivates Daunting Presence.
