Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Experience Controller 1.5.5
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. 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Exponential Leveling 1.5.5Exponential 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
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: 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: |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 43 / 33% |
Size | big |
Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 77th Pyre 122nd year of Ascendancy at 21:30 4 / 3Killed by skeleton master archer at level 29 on the 2nd Flare 122nd year of Ascendancy at 20:31 Killed by Nerenn's Inner Demon at level 39 on the 7th Dusk 122nd year of Ascendancy at 06:12 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 121 (base 60) |
Constitution | 131 (base 60) |
Magic | 136 (base 60) |
Willpower | 127 (base 60) |
Cunning | 147 (base 60) |
Resources
Mana | 988/1171 |
Vim | 193/193 |
Life | 3710/3710 |
Positive | 240/240 |
Stamina | 497/584 |
Steam | 100/100 |
Healing Factor | 2.2229900332226 |
Regeneration | 106.3700730897 |
Speed
Mental | +8% |
Attack | +8% |
Movement | 0% |
Spell | +8% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 290 |
Accuracy | 79 |
Crit Chance | 109% |
APR | 33 |
Speed | 0.93 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 100% |
Speed | 0.92592592592593 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 51% |
Speed | 0.92592592592593 |
Offense: Damage Bonus
Fire | +78% |
Acid | +26% |
Light | +30% |
Physical | +22% |
Cold | +11% |
Arcane | +46% |
Mind | +22% |
All | +16% |
Offense: Damage Penetration
Fire | +50% |
Blight | +20% |
Arcane | +15% |
Mind | +15% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 94.428571428571 (70.629139072848%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 21 |
Physical Save | 71 |
Spell Save | 75 |
Mental Save | 66 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 39%( 70%) |
Physical | + 23%( 70%) |
Cold | -11%( 70%) |
All | + 7%( 70%) |
Lightning | + 29%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 35%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Bleed Resistance | 60% |
Disarm Resistance | 0% |
Knockback Resistance | 10% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.2 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 646 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Taints | Effective talent level: 1.0 Taint: Ghoulish RotUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Disease surrounds you, granting a chance to inflict the Rotting disease (36 power) on anyone you hit, for 9 turns. Also, you cannot take a blow doing more than 82% of their maximum health at once. However the disease also affects you, reducing your movement speed by 18%. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Class Talents
Corruption / Heart of Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Torture | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Wildfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Corruption / Blood magic | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Corruption / Blood spear | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Blood Vengeance |
talent | Range Amplification Device |
talent | Overkill |
talent | Chant of Fortress |
talent | Battlesurge |
talent | Blood Spear |
talent | Willful Tormenter |
talent | Dark Ritual |
talent | Burning Wake |
talent | Wildfire |
talent | Infestation |
beneficial effect | All stats increased by 38. Pain Enhancement System |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
Quests
You successfully escorted the injured seer to the recall portal on level 31 of Infinite Dungeon. Escort: injured seer (level 31 of Infinite Dungeon)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 23 of Infinite Dungeon. Escort: lone alchemist (level 23 of Infinite Dungeon)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Infinite Dungeon. Escort: lost sun paladin (level 6 of Infinite Dungeon)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You failed to protect the repented thief from death by Nerenn. Escort: repented thief (level 20 of Infinite Dungeon) | failed |
You failed to protect the repented thief from death by Nerenn. Escort: repented thief (level 25 of Infinite Dungeon) | failed |
You failed to protect the repented thief from death by elder vampire. Escort: repented thief (level 9 of Infinite Dungeon) | failed |
You failed to protect the temporal explorer from death by copperhead snake. Escort: temporal explorer (level 19 of Infinite Dungeon) | failed |
You abandoned injured seer to death. Escort: weary adventurer (level 26 of Infinite Dungeon) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Infinite Dungeon. Escort: worried loremaster (level 4 of Infinite Dungeon)As a reward you improved talent Disarm (+1 level(s)). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 15) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 30)You completed the challenge and received: Random Artifact: Scorchmight (27.5-41.25 power, 2 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 12) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 24)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7) | failed |
Leave the level in less than 135 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (135) (Level 17)Turns left: -1 | failed |
Leave the level in less than 213 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (213) (Level 27)Turns left: -1 | failed |
Leave the level in less than 222 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (222) (Level 13)Turns left: 106 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Physical save: +6 (+1 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% It can be used to blink to a nearby random location within range 16 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Light source | ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% blight / +10% darkness Changes damage: +8% light Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See stealth: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 54 blight damage or heals 70 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Islata' (0 def, 3 armour) hardened leather cap 'Islata' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Wil / +8 Cun / +9 Con Changes resistances penetration: +20% blight Mental save: +6 (+1 eff.) Light radius: +3 A cap made of leather. |
Tool | dragonbone wand of clairvoyance 'Scorpiontreason' [power 19] (6 cooldown) dragonbone wand of clairvoyance 'Scorpiontreason' [power 19] (6 cooldown)Requires: Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 16 darkness Changes resistances: +12% nature Spell save: +33 (+8 eff.) Maximum mana: +113.00 Maximum vim: +20.00 Spell crit. chance: +4% It can be used to reveal the area around you, dispelling darkness (radius 19, power 106 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Morningradiance Morningradiance Requires: 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: +4 (+1 eff.) Armour: +2 Defense: +20 (+4 eff.) Changes stats: +5 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances: +6% darkness Changes resistances penetration: +10% physical Changes damage: +6% light Physical save: +9 (+2 eff.) Life regen: +1.60 Maximum life: +78.00 Spellpower: +15 (+3 eff.) Light radius: +1 Combat speed: +8% Casting speed: +8% Mental speed: +8% Healing mod.: +30% Rings can have magical properties. |
On fingers | solipsist's steel ring of misery solipsist's steel ring of misery Requires: Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+5 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +7 Cun / +4 Wil Changes damage: +8% all Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | balancing hardened leather belt of magery balancing hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Dex / +5 Mag / +5 Wil / +4 Cun Talent granted: +3 Thunder Grenade Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. |
In main hand | Velayassra (42-50.4 power, 6 apr, fire element) Velayassra (42-50.4 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +16 Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * injects a simple virus dealing 88 blight damage on hit and lowering the victims highest stat Damage (Melee): +20 lightning Burst (radius 1) on hit: +20 cold When wielded/worn: Physical crit. chance: +12.0% Changes damage: +6% mind / +42% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Maximum neg.energy: +35.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Mindpower: +2 (+0 eff.) Light radius: -1 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
On hands | Lorenaridil (0 def, 8 armour) Lorenaridil (0 def, 8 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 12 arcane Changes damage: +6% physical Talent granted: +5 Viral Needlegun Physical save: +5 (+1 eff.) Disarm immunity: +11% Life regen: +3.00 Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum stamina: +22.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Vestments of the Conclave (0 def, 12 armour) Vestments of the Conclave (0 def, 12 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | Aerura the elven-silk cloak (3 def, 0 armour) Aerura the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +6 Mag / +6 Wil / +4 Con Changes resistances: +24% lightning Changes resistances penetration: +15% arcane / +15% mind Changes damage: +13% arcane Critical mult.: +33.00% Spell save: +15 (+4 eff.) Stun/Freeze immunity: +40% Maximum mana: +167.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fiery Choker Fiery Choker Requires: Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold / +8% all Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 437 over 5 turns) regeneration infusion of the warrior (heal 437 over 5 turns)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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
schematic: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
steel amulet 'Emelirakira' steel amulet 'Emelirakira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +4 Mag / +6 Wil Changes resistances penetration: +20% blight Vim when firing critical spell: +4.00 Maximum vim: +50.00 Amulets can have magical properties. |
vitalizing steel amulet of vision vitalizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+1 eff.) Blindness immunity: +10% Life regen: +0.60 Maximum life: +40.00 Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Hanotorak the Sunminister Hanotorak the SunministerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% fire Physical save: +11 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Light radius: +3 Rings can have magical properties. |
solipsist's stralite ring of pilfering solipsist's stralite ring of pilfering Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +12 Defense: +40 (+8 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +8% all Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% 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. |
elm vilestaff (10-12 power, 2 apr, blight element) elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff (10-12 power, 2 apr, lightning element) surging elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of fate (20-24 power, 3 apr, blight element) potent ash vilestaff of fate (20-24 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of dusk (15-18 power, 3 apr, acid element) shimmering ash vilestaff of dusk (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +36.00 Maximum neg.energy: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
Isokira (20-24 power, 4 apr, blight element) Isokira (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element) magelord's elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 145% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +12 Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +15 fire When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 32 arcane Changes resistances penetration: +12% blight Changes damage: +25% blight Talent granted: +1 Command Staff Maximum mana: +96.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Lightningstreak the dragonbone starstaff (30-36 power, 6 apr, temporal element) Lightningstreak the dragonbone starstaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 145% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +15 Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +4 acid / +15 fire / +4 lightning Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +12.0% Armour: +6 Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 40 arcane Changes resistances: +3% acid / +9% lightning Maximum wards: +2 temporal Changes resistances penetration: +10% lightning Changes damage: +30% temporal Talents granted: +4 Ward +1 Command Staff Physical save: +10 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +11 (+2 eff.) Maximum mana: +116.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 59 acid damage in a 4 radius ball. This damage will increase by 44% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)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. |
grounding rough leather belt of valiance grounding rough leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% lightning / +5% temporal Mental save: +5 (+1 eff.) Maximum life: +40.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of mindcraft (1 def, 0 armour) murderer's linen cloak of mindcraft (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Wil / +3 Cun Changes resistances: +0% lightning Stun/Freeze immunity: +0% Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+1 eff.) A pair of boots made of leather. |
Layilrana the Scaldwild (0 def, 3 armour) Layilrana the Scaldwild (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 fire Changes stats: +3 Str / +3 Con Changes resistances: +15% acid Changes resistances penetration: +10% acid Changes damage: +6% acid / +21% fire Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
insulating pair of dwarven-steel boots of evasion (13 def, 4 armour) insulating pair of dwarven-steel boots of evasion (13 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+3 eff.) Fatigue: +0% Changes resistances: +10% fire / +8% cold Physical save: +4 (+1 eff.) Pinning immunity: +0% Knockback immunity: +9% Teleport immunity: +0% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelothra the pair of voratun boots (6 def, 5 armour) Emelothra the pair of voratun boots (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +0% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% fire / +11% cold Changes resistances penetration: +15% acid / +25% mind Changes damage: +9% acid / +6% mind Physical save: +5 (+1 eff.) Pinning immunity: +0% Knockback immunity: +11% Teleport immunity: +0% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 118% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of war-making (0 def, 2 armour) hardened leather gloves of war-making (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Critical mult.: +10.00% Spell crit. chance: +7% Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +0 Cun / +2 Mag Spell save: +5 (+2 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
Boroblek the hardened leather cap (6 def, 10 armour) Boroblek the hardened leather cap (6 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +0 Cun Changes resistances: +3% physical / +4% all Physical save: +5 (+1 eff.) Mental save: +18 (+4 eff.) Blindness immunity: +5% Confusion immunity: +10% A cap made of leather. |
citrine citrine0.00 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 When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
8 hematite 8 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. |
8 aquamarine 8 aquamarine0.00 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 When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
10 malachite 10 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+3 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 carnelian 6 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. |
3 small geode 3 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. |
9 amethyst 9 amethyst0.00 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 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 When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 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 When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 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 When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+4 eff.) Changes damage: +6% all Latent Damage Type: Acid When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.00 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 When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
3 geode 3 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. |
8 sugilite 8 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. |
6 opal 6 opal0.00 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
9 tiger's eye 9 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. |
ruby ruby0.00 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 When used as a pommel gem: +4 critical hit chance. 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. |
301 alchemist agate 301 alchemist agate0.00 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% blight / +5% darkness Changes damage: +0% light Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See stealth: +0 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 54 blight damage or heals 70 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of focus nightwalker's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +7 Wil Changes damage: +7% mind Critical mult.: +16.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple air recycler simple air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel fatal attractor steel fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Fatal Attractor Effective talent level: 2.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 591 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injector well-made viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Maligrim [power 85] (20 cooldown) Maligrim [power 85] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +15% acid / +12% cold / +6% nature Spell save: +12 (+3 eff.) Mental save: +30 (+7 eff.) Poison immunity: +25% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of thorny skin [power 42] (27 cooldown) overpowered ash totem of thorny skin [power 42] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 42 and armour hardiness by 40%, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Nerenn the Cornac Adventurer level 32
10th Flare 122nd year of Ascendancy at 08:33 see stats
By Nerenn the Cornac Adventurer level 27
3rd Summertide 122nd year of Ascendancy at 19:07 see stats
By Nerenn the Cornac Adventurer level 13
77th Pyre 122nd year of Ascendancy at 22:23 see stats
By Nerenn the Cornac Adventurer level 21
7th Mirth 122nd year of Ascendancy at 19:37 see stats
By Nerenn the Cornac Adventurer level 32
9th Flare 122nd year of Ascendancy at 16:28 see stats
By Nerenn the Cornac Adventurer level 40
10th Dusk 122nd year of Ascendancy at 06:19 see stats
By Nerenn the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 10:26 see stats
By Nerenn the Cornac Adventurer level 20
6th Mirth 122nd year of Ascendancy at 05:22 see stats
By Nerenn the Cornac Adventurer level 30
4th Flare 122nd year of Ascendancy at 16:46 see stats
By Nerenn the Cornac Adventurer level 40
9th Dusk 122nd year of Ascendancy at 19:48 see stats
By Nerenn the Cornac Adventurer level 42
12nd Dusk 122nd year of Ascendancy at 10:35 see stats
By Nerenn the Cornac Adventurer level 26
2nd Summertide 122nd year of Ascendancy at 04:53 see stats
By Nerenn the Cornac Adventurer level 31
8th Flare 122nd year of Ascendancy at 07:31 see stats
By Nerenn the Cornac Adventurer level 21
7th Mirth 122nd year of Ascendancy at 07:47 see stats
By Nerenn the Cornac Adventurer level 36
3rd Dusk 122nd year of Ascendancy at 14:31 see stats
By Nerenn the Cornac Adventurer level 26
2nd Summertide 122nd year of Ascendancy at 10:05 see stats
Log
Nerenn picks up (T.): opal.
Nerenn deactivates Burning Wake.
Nerenn deactivates Burning Wake.
Nerenn deactivates Overkill.
Nerenn deactivates Overkill.
Nerenn deactivates Chant of Fortress.
Nerenn deactivates Chant of Fortress.
Nerenn deactivates Range Amplification Device.
Nerenn deactivates Range Amplification Device.
Nerenn deactivates Willful Tormenter.
Nerenn deactivates Willful Tormenter.
Nerenn deactivates Dark Ritual.
Nerenn deactivates Dark Ritual.
Nerenn deactivates Arcane Combat.
Nerenn deactivates Arcane Combat.
Nerenn deactivates Blood Spear.
Nerenn deactivates Blood Spear.
Nerenn deactivates Wildfire.
Nerenn deactivates Wildfire.
Nerenn deactivates Battlesurge.
Nerenn deactivates Battlesurge.
Nerenn no longer feels strong.
Nerenn deactivates Arcane Feed.
Nerenn deactivates Arcane Feed.
Nerenn deactivates Infestation.
Nerenn deactivates Infestation.
Nerenn deactivates Blood Vengeance.
Nerenn deactivates Blood Vengeance.