Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
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. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. 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
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Adventuring Party 1.5.1Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 76 / 24% |
Size | huge |
Lifes / Deaths | Killed by Gloriwe the elven cultist at level 75 on the 20th Dusk 122nd year of Ascendancy at 04:28 / 2Killed by war hound at level 76 on the 20th Dusk 122nd year of Ascendancy at 05:00 |
Primary Stats
Strength | 145 (base 60) |
Dexterity | 74 (base 60) |
Constitution | 81 (base 71) |
Magic | 95 (base 71) |
Willpower | 71 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | -1996/6232 |
Positive | 1015/1015 |
Stamina | 1248/1248 |
Healing Factor | 1.5243027888446 |
Regeneration | 58.611682434997 |
Speed
Mental | +72.3% |
Attack | +72.3% |
Movement | +208% |
Spell | +122.3% |
Global | +139.1% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 19 |
See Invisible | 22 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 387 |
Accuracy | 75 |
Crit Chance | 191% |
APR | 18 |
Speed | 0.58 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 101 |
Crit Chance | 100% |
Speed | 0.44984255510571 |
Cooldown Reduction | 42.072949197313 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 100% |
Speed | 0.58038305281486 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 152.42579645903 (100%) |
Defense | 66 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 82 |
Mental Save | 60 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 82% |
Pinning Resistance | 33% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (5/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (45% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 7 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 627 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 556.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Guardian | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Crusader | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Sun | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Two-handed assault | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Combat | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Shield offense | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Radiance | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Celestial / Light | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/19 |
| 0/33 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Race / Ogre | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Chants | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
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 |
Effects
talent | Yarrrr!! |
talent | Righteous Strength |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 50%, reducing spell cooldowns by 42%, and preventing damage over 60% of your maximum life from a single hit. Suncloak |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 11. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | miner's pair of iron boots of tirelessness (0 def, 7 armour) miner's pair of iron boots of tirelessness (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (127 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing iron helm of constitution (+2) (0 def, 3 armour) stabilizing iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Elithra (0 def, 3 armour) Elithra (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +14 Physical power: +14 (+2 eff.) Armour: +3 Damage (Melee): 17 arcane Changes stats: +11 Str / +12 Dex / +8 Mag / +10 Wil / +11 Cun Changes resistances: +8% arcane Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-1 turn) Physical save: +23 (+6 eff.) Spell save: +3 (+0 eff.) Mental save: +17 (+4 eff.) Disarm immunity: +41% Mindpower: +6 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | warrior's steel ring of speed warrior's steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +8 Defense: +7 (+2 eff.) Changes stats: +4 Str Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
On fingers | Brandfiend BrandfiendPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Fatigue: -8% Damage when hit (Melee): 8 fire Changes stats: +9 Str / +9 Mag Changes resistances: +12% acid Changes damage: +9% acid / +12% fire / +18% light Maximum encumbrance: +32 Spell save: +18 (+3 eff.) Blindness immunity: +40% Disarm immunity: +41% Pinning immunity: +33% Knockback immunity: +41% Maximum life: +43.00 Infravision radius: +6 See stealth: +19 See invisible: +22 Rings can have magical properties. |
Around neck | copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
In main hand | thunderous voratun greatsword of crippling (175% power, 4 apr) thunderous voratun greatsword of crippling (175% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes stats: +5 Str / +3 Dex / +3 Mag / +3 Wil / +6 Cun / +5 Con Changes resistances penetration: +17% lightning Massive two-handed swords. |
Around waist | Duathelwitch DuathelwitchPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +9% fire Maximum encumbrance: +27 Physical save: +12 (+3 eff.) A belt that goes around your waist. |
In off hand | coruscating voratun shield of crushing (12 def, 3 armour, 100% power, 200 block) coruscating voratun shield of crushing (12 def, 3 armour, 100% power, 200 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +15 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 26 fire Changes stats: +3 Str Changes resistances: +16% fire Talent granted: +5 Block Handheld deflection devices. |
Cloak | enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened voratun mail armour of command (11 def, 26 armour) hardened voratun mail armour of command (11 def, 26 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +11 (+3 eff.) Fatigue: +16% Changes stats: +4 Cun Changes resistances: +12% acid / +11% physical / +10% fire / +10% cold / +10% lightning Mental save: +18 (+5 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 299) healing infusion of the duelist (heal 299)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 299 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 670 for 7 turns) shielding rune of the warrior (absorb 670 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 670 damage for 7 turns. Its effects scale with your Strength stat. 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. |
shielding rune of the warrior (absorb 835 for 4 turns) shielding rune of the warrior (absorb 835 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 835 damage for 4 turns. Its effects scale with your Strength stat. 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. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +22% Rings can have magical properties. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
solipsist's copper ring of speed solipsist's copper ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
inquisitor's voratun battleaxe of evisceration (168% power, 4 apr) inquisitor's voratun battleaxe of evisceration (168% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str 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: * 28 arcane resource burn On weapon crit: * wounds the target for 7 turns: 33 bleeding, 85% reduced healing * burns latent spell energy When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Massive two-handed battleaxes. |
insidious iron battleaxe of erosion (109% power, 1 apr) insidious iron battleaxe of erosion (109% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 109% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 insidious poison / +9 temporal / +9 nature Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatsword (118% power, 1 apr) iron greatsword (118% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 119% Range: 1.6x Uses stats: 50% Mag, 120% Str 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. |
iron greatsword (113% power, 1 apr) iron greatsword (113% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stats: 50% Mag, 120% Str 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. |
thunderous steel greatsword of amnesia (126% power, 2 apr) thunderous steel greatsword of amnesia (126% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. runic yew longbow of true flightrunic yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +17.0% Changes stats: +8 Mag Changes damage: +14% arcane Spellpower: +17 (+3 eff.) Longbows are used to shoot arrows at your foes. |
iron mace (105% power, 2 apr) iron mace (105% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Viperstalker the living mindstar (114% power, 40 apr, mind damage) Viperstalker the living mindstar (114% 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 honing mindstar will focus other psionic mindstars. This psionic mindstar is wrathful to the hated. This mindstar absorbs psionic energy that needs to be projected. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * 20% chance to corrode armour by 30% When wielded/worn: Changes stats: +2 Mag / +3 Wil / +4 Cun Changes resistances: +17% lightning / +9% physical / +25% cold / +6% nature / +16% fire Changes resistances penetration: +5% blight / +9% physical Changes damage: +7% acid / +9% physical / +6% fire / +3% blight Talent masteries: +0.20 Psionic / Absorption +0.40 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +20.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +4.90 Mana when firing critical spell: +4.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Damage Shield penetration: +20% It can be used to inflict 182.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
caller's living mindstar of sand (114% power, 40 apr, nature damage) caller's living mindstar of sand (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar calls for a summoner. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +10% physical Changes resistances penetration: +9% acid / +19% physical / +6% fire / +7% cold Changes damage: +10% acid / +23% physical / +10% fire / +11% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
living mindstar 'Dimwilter' (113% power, 40 apr, nature damage) living mindstar 'Dimwilter' (113% power, 40 apr, nature 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 harmonious mindstar will complement other natural mindstars. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 20 lightning / 18 fire / 12 nature Changes stats: +4 Str / +3 Dex / +4 Mag / +12 Wil / +4 Cun / +4 Con Changes resistances: +16% lightning / +18% fire / +13% nature / +6% darkness Changes resistances penetration: +20% lightning / +19% fire / +9% nature / +15% darkness Changes damage: +20% lightning / +18% fire / +10% nature Talent mastery: +0.10 Wild-gift / Harmony Physical save: +7 (+2 eff.) Life regen: +1.70 Equilibrium when hit: +2.50 Maximum life: +38.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Healing mod.: +60% Heals friendly targets nearby when you use a nature summon: +101 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. |
hardened leather belt 'Elybeth' hardened leather belt 'Elybeth'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +8% blight / +10% light / +10% darkness Changes resistances penetration: +15% mind Critical mult.: +5.00% Maximum encumbrance: +20 Maximum psi: +20.00 Mental crit. chance: +6% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +0% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
restorative pair of hardened leather boots of void walking (0 def, 3 armour) restorative pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +22% darkness / +20% temporal Changes resistances penetration: +16% darkness / +15% temporal Life regen: +3.90 Healing mod.: +21% Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 118.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
hardened leather armour of the deep (3 def, 10 armour) hardened leather armour of the deep (3 def, 10 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +11% acid / +11% cold Allows you to breathe in: water A suit of armour made of leather. |
iron plate armour (3 def, 7 armour) iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% A suit of armour made of metal plates. |
spiked iron plate armour of resilience (3 def, 7 armour) spiked iron plate armour of resilience (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Maximum life: +22.00 A suit of armour made of metal plates. |
Velurassra (8 def, 2 armour, 100% power, 77 block) Velurassra (8 def, 2 armour, 100% power, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 On weapon hit: * 18% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +30% Damage against: +5% Spiderkin When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 21 acid Changes resistances: +14% mind Talent granted: +3 Block Critical mult.: +8.00% Life regen: +0.40 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +49.00 Spell crit. chance: +2% Handheld deflection devices. |
acidic steel shield of resilience (6 def, 2 armour, 100% power, 42.5 block) acidic steel shield of resilience (6 def, 2 armour, 100% power, 42.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 104% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 On weapon hit: * 12% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 11 acid Talent granted: +2 Block Maximum life: +48.00 Handheld deflection devices. |
iron shield (4 def, 2 armour, 100% power, 19 block) iron shield (4 def, 2 armour, 100% power, 19 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
voratun shield of resistance (12 def, 3 armour, 100% power, 192.5 block) voratun shield of resistance (12 def, 3 armour, 100% power, 192.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +192 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +7% acid / +10% fire / +9% cold / +7% lightning Talent granted: +5 Block Handheld deflection devices. |
Hettydig the Cleansevagrant (15/15, 112% power, 5 apr) Hettydig the Cleansevagrant (15/15, 112% power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 112% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 On weapon hit: * 20% chance to corrode armour by 30% * 10% chance to knock the target back Damage (Ranged): +20 insidious poison / +27 physical / +8 acid / +8 nature Burst (radius 1) on hit: +12 nature / +4 acid Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
48 alchemist agate 48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Rod of Recall (0/1) Rod of Recall (0/1)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 202 power out of 192/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Cinderbreeze (24/24, 165% power, 6 apr) Cinderbreeze (24/24, 165% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to curse the target On weapon crit: * cripple the target Damage (Ranged): +17 blight / +20 fire / +65 darkness / +4 nature Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Apex Prime the Ogre Sun Paladin level 40
9th Dusk 122nd year of Ascendancy at 18:57 see stats
By Apex Prime the Ogre Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 04:06 see stats
By Apex Prime the Ogre Sun Paladin level 52
9th Dusk 122nd year of Ascendancy at 23:36 see stats
By Apex Prime the Ogre Sun Paladin level 73
15th Dusk 122nd year of Ascendancy at 00:01 see stats
By Apex Prime the Ogre Sun Paladin level 9
6th Flare 122nd year of Ascendancy at 17:40 see stats
By Apex Prime the Ogre Sun Paladin level 73
11st Dusk 122nd year of Ascendancy at 08:13 see stats
By Apex Prime the Ogre Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 19:05 see stats
By Apex Prime the Ogre Sun Paladin level 20
1st Dusk 122nd year of Ascendancy at 23:47 see stats
By Apex Prime the Ogre Sun Paladin level 30
9th Dusk 122nd year of Ascendancy at 12:29 see stats
By Apex Prime the Ogre Sun Paladin level 40
9th Dusk 122nd year of Ascendancy at 18:36 see stats
By Apex Prime the Ogre Sun Paladin level 50
9th Dusk 122nd year of Ascendancy at 22:16 see stats
By Apex Prime the Ogre Sun Paladin level 68
10th Dusk 122nd year of Ascendancy at 22:50 see stats
By Apex Prime the Ogre Sun Paladin level 42
9th Dusk 122nd year of Ascendancy at 19:03 see stats
By Apex Prime the Ogre Sun Paladin level 23
9th Dusk 122nd year of Ascendancy at 06:58 see stats
By Apex Prime the Ogre Sun Paladin level 44
9th Dusk 122nd year of Ascendancy at 19:08 see stats
By Apex Prime the Ogre Sun Paladin level 18
1st Dusk 122nd year of Ascendancy at 11:22 see stats
By Apex Prime the Ogre Sun Paladin level 37
9th Dusk 122nd year of Ascendancy at 13:36 see stats
By Apex Prime the Ogre Sun Paladin level 20
1st Dusk 122nd year of Ascendancy at 23:47 see stats
By Apex Prime the Ogre Sun Paladin level 75
20th Dusk 122nd year of Ascendancy at 04:28 see stats
Log
Thunderstorm hits Apex Prime for (60 resist armour), 59 lightning (59 total damage).
Apex Prime activates Yarrrr!!.
Gloriwe the elven cultist's aether beam hits Apex Prime for (21 resist armour), 0 arcane (0 total damage).
Gloriwe the elven cultist's aether beam hits Apex Prime for (21 resist armour), 0 arcane (0 total damage).
Apex Prime internal structure returns to normal.
Fire drake's devouring flames area effect drains life from Mean looking elven guard!
Fire drake's devouring flames area effect drains life from Giant spider!
Fire drake's devouring flames area effect drains life from Apex Prime!
Fire drake's devouring flames area effect drains life from War hound!
Fire drake's devouring flames area effect drains life from Golem (servant of Aeroseldaba the elven blood mage)!
Fire drake's devouring flames area effect hits Golem (servant of Aeroseldaba the elven blood mage) for 51 fire damage.
Fire drake's devouring flames area effect hits War hound for 51 fire damage.
Fire drake's devouring flames area effect hits Apex Prime for 31 fire damage.
Fire drake's devouring flames area effect hits Nerolle the mean looking elven guard for 0 fire damage.
Fire drake's devouring flames area effect hits Gloriwe the elven cultist for 0 fire damage.
Fire drake's devouring flames area effect hits Giant spider for 26 fire damage.
Fire drake's devouring flames area effect hits Mean looking elven guard for 39 fire damage.
Fire drake receives 11 healing from War hound.
Fire drake receives 7 healing from Apex Prime.
Fire drake receives 11 healing from Golem (servant of Aeroseldaba the elven blood mage).
Gloriwe the elven cultist's cleansing fire area effect hits Fire drake for 0 fire damage.
Gloriwe the elven cultist's cleansing fire area effect hits Golem (servant of Aeroseldaba the elven blood mage) for 94 fire damage.
Gloriwe the elven cultist's cleansing fire area effect hits Nerolle the mean looking elven guard for 0 fire damage.
Gloriwe the elven cultist's cleansing fire area effect hits War hound for 94 fire damage.
Gloriwe the elven cultist's cleansing fire area effect hits Apex Prime for 58 fire damage.
Gloriwe the elven cultist's aether beam hits Apex Prime for 21 arcane damage.
Fire drake receives 8 healing from Mean looking elven guard.
Fire drake receives 5 healing from Giant spider.
Saving game...