








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Inferno Race Pack 1.4.0Adds a collection of my races. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Showing Items Tier in Inventory 1.5.5This 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 Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Lunar |
Class | Arcane Blade |
Level / Exp | 206 / 75% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 17248 (base 181) |
Dexterity | 20740 (base 181) |
Constitution | 5198 (base 181) |
Magic | 5216 (base 181) |
Willpower | 5229 (base 181) |
Cunning | 5249 (base 181) |
Resources
Mana | 33845/33845 |
Psi | 10384/10384 |
Vim | 6095/6095 |
Life | 353307/353307 |
Stamina | 18787/18787 |
Healing Factor | 2.5 |
Regeneration | 1608.8782458644 |
Speed
Mental | +307.8% |
Attack | +317.8% |
Movement | +1378.6704848044% |
Spell | +317.8% |
Global | +1164.1% |
Vision
Sight | 12 |
Lite | 113 |
Infravision | 38 |
See Stealth | 627.30154046834 |
See Invisible | 640.30154046834 |
Offense: Mainhand
Damage | 585590 |
Accuracy | 935 |
Crit Chance | 5210% |
APR | 622 |
Speed | 0.25 |
Offense: Spell
Spellpower | 1475 |
Crit Chance | 100% |
Speed | 0.23934897079943 |
Cooldown Reduction | 399.75 |
Offense: Mind
Mindpower | 820 |
Crit Chance | 100% |
Speed | 0.23934897079943 |
Offense: Damage Bonus
Acid | +524% |
Blight | +512% |
Arcane | +512% |
Cold | +512% |
All | +102% |
Mind | +531% |
Lightning | +3124% |
Light | +527% |
Temporal | +530% |
Physical | +580% |
Darkness | +537% |
Fire | +2672% |
Nature | +518% |
Offense: Damage Penetration
Acid | +435% |
Blight | +445% |
Arcane | +425% |
Cold | +425% |
All | +15% |
Mind | +480% |
Lightning | +425% |
Light | +425% |
Temporal | +425% |
Physical | +510% |
Darkness | +450% |
Fire | +430% |
Nature | +460% |
Defense: Base
Armour (hardiness) | 5515.133009756 (100%) |
Defense | 555 |
Ranged Defense | 563 |
Fatigue | 0 |
Physical Save | 651 |
Spell Save | 566 |
Mental Save | 512 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +428%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 15% |
Pinning Resistance | 10% |
Knockback Resistance | 1% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -41 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -74 Travel Speed: instantaneous Usage Speed: Spell (23% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Superiority | 10.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Two-handed assault | 20.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Psionic / Psi-fighting | 20.50 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 17.50 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 5.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Air | 30.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Enhancement | 40.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Psionic / Charged mastery | 20.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Magical combat | 30.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Combat veteran | 9.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Earth | 30.00 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 10.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 50.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 0/5 |
Psionic / Absorption | 4.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 30.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Generic Talents
Cunning / Survival | 7.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Corruption / Vile life | 10.20 |
| 17/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 70.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Psionic / Augmented mobility | 1.30 |
| 17/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Lunar | 11.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Celestial / Chants | 10.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Aegis | 10.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 6.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Range Amplification Device |
talent | Arcane Shield |
talent | Inner Power |
talent | Precise Strikes |
talent | Shock Hands |
talent | Shielding |
talent | Kinetic Aura |
talent | Arcane Feed |
talent | Shattering Impact |
talent | Kinetic Shield |
talent | Augmentation |
talent | Heartstart |
talent | Fiery Hands |
talent | Beyond the Flesh |
talent | Skate |
beneficial effect | All stats increased by 3478. Pain Enhancement System |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | Grants a +100% damage bonus. Steamroller |
beneficial effect | The target's combat attack is improved by 746. Attack |
beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
beneficial effect | The target is in a whistling vortex, granting +243 ranged defense, -243 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
beneficial effect | All damage reduced by 5198. Subcutaneous Metallisation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Moon. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4098. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+0 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 2 power out of 30/30) : Effective talent level: 3.6 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 2664.66 mind damage, 11707.74 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 264.98 mind and 1164.25 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +7 (+0 eff.) Armour: +12 Damage when hit (Melee): 20 darkness Changes stats: +2 Con / +7 Wil Changes resistances: +2% physical / +9% darkness / +9% light / +3% cold / +9% nature / +3% mind Changes resistances penetration: +15% all Changes damage: +12% acid / +6% physical Critical mult.: +19.00% Spell save: +20 (+0 eff.) Mental save: +20 (+1 eff.) Cut immunity: +15% Pinning immunity: +10% Maximum life: +71.00 Light radius: +6 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Cun Changes resistances: +22% fire Changes damage: +15% fire Mental save: +8 (+0 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 4 nature Changes stats: +5 Con / +6 Wil Changes resistances: +3% lightning / +15% fire / +3% nature Changes resistances penetration: +10% physical Changes damage: +15% fire Life regen: +5.40 Mindpower: +6 (+0 eff.) Movement speed: +20% Healing mod.: +24% It can be used to activate talent Blindside, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 1623 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+0 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 1 power out of 35/35) : Effective talent level: 15.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 632 for 13 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+0 eff.) Effects on melee hit: * 20% chance to disease * 20% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Damage when hit (Melee): 4 arcane Changes stats: +7 Mag / +8 Wil / +10 Cun Changes resistances: +6% fire Changes damage: +9% fire Critical mult.: +5.00% Mana when firing critical spell: +4.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +30 (+0 eff.) Spell crit. chance: +5% Mindpower: +10 (+0 eff.) Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+0 eff.) Armour penetration: +17 Defense: +17 (+0 eff.) Damage when hit (Melee): 20 nature Changes stats: +4 Mag Changes resistances: +18% temporal Changes resistances penetration: +15% blight / +35% nature Changes damage: +18% temporal Life regen: +2.00 Maximum life: +100.00 Maximum vim: +40.00 Spell crit. chance: +3% Healing mod.: +26% Damage Shield penetration: +50% It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+0 eff.) Defense: +18 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 arcane Changes stats: +20 Lck / +10 Cun Changes resistances: +8% arcane / +21% darkness Changes resistances penetration: +5% darkness / +20% mind Changes damage: +9% mind Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 527% Range: 1.5x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid When wielded/worn: Accuracy: +21 (+0 eff.) Armour penetration: +21 Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Str / +2 Dex / +8 Cun / +3 Con Changes resistances: +9% blight / +9% temporal Changes resistances penetration: +10% acid / +20% physical / +25% mind Changes damage: +41% physical Spell save: +9 (+0 eff.) Stun/Freeze immunity: +30% Knockback immunity: +10% Stamina when hit: +4.00 Massive two-handed battleaxes. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+0 eff.) Armour penetration: +30 Armour: +13 Damage (Melee): 15 physical Changes stats: +15 Cun / +18 Dex Changes resistances: +2% physical / +6% darkness / +9% nature Changes resistances penetration: +5% fire Changes damage: +11% physical Mental save: +20 (+1 eff.) When used to modify unarmed attacks: Power: 519% Range: 1.1x Uses stats: 157% Wil, 372% Mag, 157% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical It can be used to activate talent Steady Shot, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Effects on melee hit: * Slows global speed by 53% * 20% chance to disease Changes stats: +5 Mag / +6 Wil Changes resistances: +3% light / +8% arcane / +9% nature Changes resistances penetration: +5% blight Changes damage: +15% light / +6% nature Critical mult.: +10.00% Mental save: +15 (+1 eff.) Spellpower: +12 (+0 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +10 (+0 eff.) Armour: +11 Defense: +3 (+0 eff.) Damage when hit (Melee): 12 mind / 12 physical Changes stats: +6 Mag / +8 Wil Changes resistances: +6% blight / +28% cold / +25% darkness Changes resistances penetration: +20% darkness / +45% physical Changes damage: +25% darkness Stealth bonus: +18 Life regen: +0.80 Stamina each turn: +1.00 Maximum hate: +4.00 Spell crit. chance: +8% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Stained Honor (15 def, 32 armour) Stained Honor (15 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +15 (+0 eff.) Fatigue: +30% Changes stats: +6 Mag Changes resistances: +30% acid / +30% fire / +30% darkness / +30% blight Damage affinity(heal): +15% blight Talent masteries: +0.20 Technique / Conditioning +0.20 Corruption / Bone Talent granted: +1 Blood Retaliation Talent on hit(spell): Bone Nova (10% chance level 4). Activating this item is instant. It can be used to activate talent Bloodcasting (costing 3 power out of 60/60) : Effective talent level: 4.0 Power cost: 3 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 6 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this tainted suit of voratun, and dark magics churn almost visibly within it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() sun infusion (rad 10; power 22; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused 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..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: -41 Travel Speed: instantaneous Usage Speed: Spell (23% of a turn) Is: a spell Description: Inflicts 132715.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() invisibility rune (power 10 for 12 turns) 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: melee/personal Cooldown: -71 Travel Speed: instantaneous Usage Speed: Spell (23% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +10% cold Amulets can have magical properties. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 529% Range: 1.5x Uses stats: 420% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() hateful dwarven-steel greatsword of purging (521% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 521% Range: 1.6x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature / +20 darkness Damage against: +20% Living Massive two-handed swords. |
![]() insidious dwarven-steel greatsword of erosion (522% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 522% Range: 1.6x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +52 insidious poison / +20 temporal / +16 nature Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 516% Range: 1.6x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() caustic elven-wood longbow of dexterity (+11) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 512% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 26% chance to corrode armour by 30% When wielded/worn: Changes stats: +11 Dex Changes resistances penetration: +20% acid / +33% physical Life regen: +4.00 Longbows are used to shoot arrows at your foes. |
![]() penetrating elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 512% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances penetration: +29% physical Damage Shield penetration: +63% Longbows are used to shoot arrows at your foes. |
![]() insidious dwarven-steel longsword of massacre (521% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 521% Range: 1.4x Uses stats: 332% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +34 insidious poison Sharp, long, and deadly. |
![]() chilling dwarven-steel mace of corruption (519% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 519% Range: 1.4x Uses stats: 332% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +20 cold Blunt and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+0 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 4 power out of 60/60) : Effective talent level: 1.0 Power cost: 4 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() Nightwend the living mindstar (111% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 80% chance to inflict 15% damage reduction * 20% chance to cause random gloom Damage (Melee): +16 blight / +8 arcane Burst (radius 1) on hit: +36 darkness / +8 mind Burst (radius 2) on crit: +8 mind Damage against: +30% Undead When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +15% blight / +39% darkness / +15% nature / +6% mind Changes resistances penetration: +15% mind / +15% darkness Changes damage: +12% blight / +6% darkness / +9% arcane / +12% mind Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Stamina when hit: +2.50 Equilibrium when hit: +2.50 Mindpower: +22 (+0 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative thorny mindstar of vitality (97% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage against: +14% Undead When wielded/worn: Changes stats: +6 Cun Changes resistances: +10% blight / +19% darkness / +11% nature Critical mult.: +16.00% Stamina when hit: +1.70 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() enlightened thorny mindstar of winter (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 98% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 cold / +5 temporal When wielded/worn: Changes resistances: +7% fire / +26% light / +17% mind Changes damage: +5% cold / +6% darkness / +11% temporal Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Infravision radius: +3 See stealth: +17 See invisible: +17 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar of the solstice (98% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 98% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 ice / +5 fire When wielded/worn: Changes stats: +6 Con Changes resistances: +7% blight / +7% temporal Changes damage: +7% cold / +11% temporal / +7% nature / +7% fire Disease immunity: +19% Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 515% Range: 1.6x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature / +7 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 515% Range: 1.6x Uses stats: 391% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +9% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() blazebringer's dwarven-steel waraxe of massacre (520% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 520% Range: 1.4x Uses stats: 332% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +4% One-handed war axes. |
![]() flaming dwarven-steel waraxe of phasing (517% power, 15 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 517% Range: 1.4x Uses stats: 332% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +14 fire One-handed war axes. |
![]() thunderous dwarven-steel waraxe of corruption (517% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 517% Range: 1.4x Uses stats: 332% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * 23% chance to daze at end of turn * 20% chance to curse the target When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +11% lightning One-handed war axes. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+0 eff.) Damage when hit (Melee): 20 light / 4 darkness Changes stats: +4 Dex / +2 Wil / +5 Cun Changes resistances penetration: +5% light Changes damage: +9% light Spell save: +7 (+0 eff.) Mental save: +8 (+0 eff.) Maximum life: +54.00 Mental crit. chance: +7% Size category: +1 A belt that goes around your waist. |
![]() skylord's hardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Wil / +5 Cun / +4 Con Physical save: +13 (+1 eff.) Spell save: +16 (+0 eff.) Mental save: +27 (+1 eff.) Mindpower: +8 (+0 eff.) A belt that goes around your waist. |
![]() battlemaster's cashmere cloak of fog (10 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Changes resistances: +18% light / +18% fire Talent mastery: +0.40 Technique / Combat training Stealth bonus: +11 Spell save: -22 (-1 eff.) Stamina each turn: +1.10 Mana each turn: -0.35 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. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +26% darkness Changes resistances penetration: +17% darkness Changes damage: +18% darkness Grants telepathy: Dragon Stealth bonus: +24 Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() insulating pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +10% fire / +10% cold Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 514% Range: 1.1x Uses stats: 157% Wil, 157% Cun, 372% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
![]() Thunderspitter the voratun gauntlets (6 def, 19 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+0 eff.) Armour penetration: +14 Physical crit. chance: +20.0% Physical power: +11 (+0 eff.) Armour: +19 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Effects on melee hit: * 60 arcane resource burn Damage (Melee): 15 physical Changes stats: +2 Dex / +2 Wil Changes resistances: +30% blight / +15% acid Changes damage: +9% lightning / +20% physical Critical mult.: +19.00% Spell save: +23 (+0 eff.) Psi when hit: +0.12 Maximum hate: +2.00 Spell crit. chance: +17% Mental crit. chance: +20% Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Power: 522% Range: 1.4x Uses stats: 157% Wil, 372% Mag, 157% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +30 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * Slows global speed by 25% * 20% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +27 physical Burst (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Power: 516% Range: 1.4x Uses stats: 157% Wil, 157% Cun, 372% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() radiant dwarven-steel gauntlets of strength (+5) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+0 eff.) Armour: +2 Damage (Melee): 14 light Changes stats: +5 Str Changes resistances: +10% light Changes damage: +8% light When used to modify unarmed attacks: Power: 518% Range: 1.4x Uses stats: 157% Wil, 157% Cun, 372% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 11% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() sand hardened leather gloves of butchering (0 def, 10 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +11 Physical power: +10 (+0 eff.) Armour: +10 Damage (Melee): 11 physical Changes resistances: +11% blight Changes damage: +5% physical Spell save: +16 (+0 eff.) When used to modify unarmed attacks: Power: 516% Range: 1.1x Uses stats: 157% Wil, 157% Cun, 372% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). On weapon hit: * Slows global speed by 19% * 18% chance to corrode armour by 30% Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 4 power out of 60/60) : Effective talent level: 1.0 Power cost: 4 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Nimbusquencher the voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane / 28 mind Changes stats: +9 Dex / +10 Wil / +13 Cun Changes resistances: +21% blight / +3% temporal Changes resistances penetration: +5% lightning / +10% mind Changes damage: +9% blight / +12% lightning / +12% arcane / +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +16 (+1 eff.) Psi when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil Changes resistances: +16% darkness Changes damage: +11% darkness / +6% physical Physical save: +18 (+1 eff.) Spell save: +6 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
![]() psion's cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +6% light / +6% fire / +6% nature / +6% acid / +6% blight / +6% cold / +14% mind / +6% darkness Changes damage: +13% mind Physical save: +11 (+1 eff.) Mental save: +14 (+1 eff.) Maximum psi: +28.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Life regen: +2.80 Maximum life: +76.00 Healing mod.: +22% A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+0 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+0 eff.) It can be used to turn yourself invisible (power 1754, based on Cunning and Magic) for 10 turns, costing 3 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+0 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 426 It can be used to activate talent Blood Grasp (costing 1 power out of 12/12) : Effective talent level: 5.0 Power cost: 1 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 33357.42 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+0 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() rejuvenating drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Life regen: +11.20 Stamina each turn: +2.20 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+0 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Critical mult.: +19.00% Life regen: +12.70 Maximum life: +69.00 Healing mod.: +22% A suit of armour made of leather. |
![]() enlightening dwarven-steel plate armour of natural resilience (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +7 Cun / +7 Wil Changes resistances: +16% nature / +16% blight Reduced damage from: +10% Unnatural Mental save: +19 (+1 eff.) A suit of armour made of metal plates. |
![]() spiked dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 16 physical Life regen: +2.50 Maximum life: +76.00 Healing mod.: +22% A suit of armour made of metal plates. |
![]() reinforced dwarven-steel shield of earthen fury (8 def, 22 armour, 138 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +22 Armour Hardiness: +8% Defense: +8 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Changes resistances: +16% physical Talent granted: +3 Block Handheld deflection devices. |
![]() hateful quiver of yew arrows of the leech (20/20, 520% power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 520% Range: 1.4x Uses stats: 186% Wil, 50% Mag, 205% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * Slows global speed by 21% * leeches stamina from the target Damage (Ranged): +20 darkness Damage against: +21% Living Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of elm arrows of vileness (14/14, 516% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 516% Range: 1.4x Uses stats: 186% Wil, 50% Mag, 205% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Turns elapse between self-loadings: 3 On weapon hit: * 12% chance to disease Damage (Ranged): +12 blight Arrows are used with bows to pierce your foes to death. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 nuummite 6 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% 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 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20 arcane resource burn * 30% chance to blind Changes stats: +9 Str Changes resistances: +6% darkness / +3% blight / +6% cold / +15% nature / +5% arcane Changes resistances penetration: +5% light Changes damage: +10% nature Physical save: +13 (+1 eff.) Spell save: +15 (+0 eff.) Mental save: +14 (+1 eff.) Maximum life: +67.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 2 cooldown : Effective talent level: 35.0 Power cost: 2 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +382 accuracy and allowing you to attack creatures you cannot see without penalty for the next 16 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven-steel pickaxe of wreckage (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +6 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 2 cooldown : Effective talent level: 35.0 Power cost: 2 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +382 accuracy and allowing you to attack creatures you cannot see without penalty for the next 16 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+0 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+0 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+0 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+0 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+0 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+0 eff.) Changes damage: +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+0 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+0 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+0 eff.) Ranged Defense: +12 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Wil Changes resistances: +6% fire / +16% temporal / +15% darkness / +10% cold Changes damage: +15% light / +11% mind Damage affinity(heal): +5% light Life regen: +1.20 Stamina each turn: +1.20 Maximum life: +20.00 Light radius: +7 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to activate talent Sun Flare, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 7467.91 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 2 power out of 25/25) : Effective talent level: 2.0 Power cost: 2 out of 25/25. Range: 8 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71954.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71954.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 6 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
7 carnelian 7 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 11 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. |
![]() Powered 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. |
![]() deadly pouch of dwarven-steel shots of accuracy (15/15, 524% power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 524% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 255% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
7 geode 7 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
12 small geode 12 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 sugilite 7 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane 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, costing 2 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% 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: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 tiger's eye 11 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Moon the Lunar Arcane Blade level 176
56th Haze 122nd year of Ascendancy at 18:58 see stats
By Moon the Lunar Arcane Blade level 175
54th Haze 122nd year of Ascendancy at 10:53 see stats
By Moon the Lunar Arcane Blade level 185
11st Regrowth 123rd year of Ascendancy at 00:05 see stats
By Moon the Lunar Arcane Blade level 116
46th Haze 122nd year of Ascendancy at 09:59 see stats
By Moon the Lunar Arcane Blade level 206
26th Regrowth 123rd year of Ascendancy at 03:35 see stats
By Moon the Lunar Arcane Blade level 9
74th Pyre 122nd year of Ascendancy at 23:17 see stats
By Moon the Lunar Arcane Blade level 87
38th Haze 122nd year of Ascendancy at 13:34 see stats
By Moon the Lunar Arcane Blade level 171
54th Haze 122nd year of Ascendancy at 07:53 see stats
By Moon the Lunar Arcane Blade level 41
2nd Summertide 122nd year of Ascendancy at 08:44 see stats
By Moon the Lunar Arcane Blade level 177
65th Haze 122nd year of Ascendancy at 22:29 see stats
By Moon the Lunar Arcane Blade level 10
75th Pyre 122nd year of Ascendancy at 02:06 see stats
By Moon the Lunar Arcane Blade level 20
76th Pyre 122nd year of Ascendancy at 02:06 see stats
By Moon the Lunar Arcane Blade level 30
1st Summertide 122nd year of Ascendancy at 17:02 see stats
By Moon the Lunar Arcane Blade level 40
2nd Summertide 122nd year of Ascendancy at 08:11 see stats
By Moon the Lunar Arcane Blade level 50
6th Flare 122nd year of Ascendancy at 04:19 see stats
By Moon the Lunar Arcane Blade level 13
75th Pyre 122nd year of Ascendancy at 11:26 see stats
By Moon the Lunar Arcane Blade level 116
48th Haze 122nd year of Ascendancy at 12:34 see stats
By Moon the Lunar Arcane Blade level 23
1st Summertide 122nd year of Ascendancy at 13:38 see stats
By Moon the Lunar Arcane Blade level 50
9th Dusk 122nd year of Ascendancy at 02:49 see stats
By Moon the Lunar Arcane Blade level 50
6th Flare 122nd year of Ascendancy at 10:08 see stats
By Moon the Lunar Arcane Blade level 21
1st Summertide 122nd year of Ascendancy at 10:16 see stats
By Moon the Lunar Arcane Blade level 21
1st Summertide 122nd year of Ascendancy at 10:16 see stats
By Moon the Lunar Arcane Blade level 206
26th Regrowth 123rd year of Ascendancy at 03:38 see stats
By Moon the Lunar Arcane Blade level 23
1st Summertide 122nd year of Ascendancy at 13:38 see stats
By Moon the Lunar Arcane Blade level 50
77th Dusk 122nd year of Ascendancy at 03:49 see stats
By Moon the Lunar Arcane Blade level 25
1st Summertide 122nd year of Ascendancy at 14:47 see stats
By Moon the Lunar Arcane Blade level 4
74th Pyre 122nd year of Ascendancy at 13:44 see stats
By Moon the Lunar Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Moon the Lunar Arcane Blade level 174
54th Haze 122nd year of Ascendancy at 08:18 see stats
By Moon the Lunar Arcane Blade level 116
39th Haze 122nd year of Ascendancy at 02:26 see stats
Log
Moon is speeding up.
Plumpkin is not wearable.
You drink the elixir and feel forever transformed!
The elixir seems to have subtly repositioned your entire being within the fabric of reality!
You have no more Elixir of Serendipity.
Personal New Achievement: Sliders (Madness (Roguelike) difficulty)!
Lore found: lost farportal
You can read all your collected lore in the game menu, by pressing Escape.
Moon deactivates Arcane Combat.
Moon deactivates Stone Skin.
Moon is slowing down.
Moon deactivates Heartstart.
Moon deactivates Kinetic Aura.
Moon deactivates Shattering Impact.
Moon aims less carefully.
Moon deactivates Augmentation.
Moon deactivates Range Amplification Device.
Moon deactivates Kinetic Shield.
Moon deactivates Precise Strikes.
Moon deactivates Beyond the Flesh.
Moon deactivates Shock Hands.
Moon deactivates Arcane Shield.
Moon deactivates Skate.
Moon deactivates Fiery Hands.
Moon deactivates Arcane Feed.
Moon no longer feels strong.
Moon deactivates Inner Power.
Moon deactivates Shielding.
Moon internal structure returns to normal.