Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Spellsword 1.3.3This 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. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.4.8Donators/Buyers bonus! Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth magebow class v18 1.3.1More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.4.8Adds 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. 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
Verdant Class Pack 1.4.8Content 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 | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 115 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinowe the orc necromancer at level 76 on the 1st Time of Equilibrium 122nd year of Ascendancy at 05:52 5 / 2Killed by Emamira the nightmare horror at level 105 on the 39th Haze 122nd year of Ascendancy at 14:04 |
Primary Stats
| Strength | 122 (base 100) |
| Dexterity | 124 (base 100) |
| Constitution | 137 (base 100) |
| Magic | 109 (base 100) |
| Willpower | 121 (base 100) |
| Cunning | 122 (base 100) |
Resources
| Mana | 1879/1929 |
| Negative | 962/962 |
| Life | 16452/16452 |
| Positive | 962/962 |
| Stamina | 1304/1304 |
| Paradox | 300 |
| Healing Factor | 1.5399999999999 |
| Regeneration | 524.18533495357 |
Speed
| Mental | +9.9920072216264E-12% |
| Attack | +9.9920072216264E-12% |
| Movement | +103.28226339263% |
| Spell | -7.9936057773011E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 14 |
| See Stealth | 98.35048557571 |
| See Invisible | 112.35048557571 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 342 |
| Accuracy | 137 |
| Crit Chance | 190% |
| APR | 86 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 316 |
| Accuracy | 137 |
| Crit Chance | 202% |
| APR | 96 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 142 |
| Crit Chance | 100% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 115 |
| Crit Chance | 100% |
| Speed | 0.9999999999999 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 115.35 (100%) |
| Defense | 88 |
| Ranged Defense | 89 |
| Fatigue | 16 |
| Physical Save | 85 |
| Spell Save | 77 |
| Mental Save | 85 |
Defense: Resistances
| All | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Teleport Resistance | 15% |
| Confusion Resistance | 38% |
| Disarm Resistance | 51% |
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Bloodthirst | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 1/5 |
| Spell / Lifetide | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Temporal | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Archery training | 1.50 |
| 11/5 |
| 1/5 |
| 1/5 |
| 11/5 |
| Chronomancy / Blade Threading | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Chronomancy / Bow Threading | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Magical combat | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Chronomancy / Speed Control | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 10/5 |
| Corruption / Reaving combat | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Windcutter | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Dual weapons | 1.30 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 10/5 |
| Technique / Archery prowess | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Celestial / Chants | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Celestial / Hymns | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Combat training | 1.50 |
| 11/5 |
| 9/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 4/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Conveyance | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Air Stance |
| talent | Elemental Stance |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 66. Bloodlust |
| beneficial effect | The target is moving is 55% faster. 1 Celerity |
| beneficial effect | The thrill of combat improves the target's maximum life by 21%, life regeneration by 45.63, and stamina regeneration by 9.13. Bloodbath |
| beneficial effect | Parrying melee attacks: Has a 65% chance to deflect up to 177 damage from the next 2.6 attack(s). Parrying |
Quests
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 | Lightningquench (5 def, 9 armour) Lightningquench (5 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +3 Con Changes resistances: +8% acid / +14% fire / +11% cold / +5% arcane / +11% lightning Changes resistances penetration: +5% lightning Physical save: +18 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +14 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zuburatira the dwarven lantern Zuburatira the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +12% blight / +9% cold / +10% temporal Changes resistances penetration: +10% blight / +10% arcane / +10% acid Changes damage: +3% blight Physical save: +17 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +34 (+7 eff.) Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spell crit. chance: +3% Light radius: +4 See stealth: +23 See invisible: +25 Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dairaldir the dwarven-steel helm (0 def, 4 armour) Dairaldir the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +3 Con Changes resistances: +17% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Physical save: +30 (+6 eff.) See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful voratun gauntlets of war-making (0 def, 3 armour) restful voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Critical mult.: +11.00% Life regen: +2.80 Stamina each turn: +2.00 Maximum stamina: +39.00 Spell crit. chance: +18% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 7 power out of 35/35) : Effective talent level: 2.6 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Shadequeen the voratun ring Shadequeen the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * 40% chance to disease Changes resistances: +15% acid / +19% mind / +3% blight Changes damage: +6% acid / +9% darkness / +12% blight / +19% mind / +8% all Life regen: +1.90 Maximum life: +100.00 Spellpower: +13 (+1 eff.) Mindpower: +18 (+3 eff.) Healing mod.: +27% Rings can have magical properties. |
| On fingers | voratun ring 'Sunclash' voratun ring 'Sunclash'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +11 Str / +3 Dex / +3 Mag / +1 Cun / +8 Con Changes resistances: +40% lightning / +9% blight Changes resistances penetration: +15% darkness Changes damage: +20% lightning / +18% light Life regen: +1.70 Maximum life: +90.00 Healing mod.: +27% Rings can have magical properties. |
| Around neck | Dryharatar DryharatarInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +11 Dex / +4 Wil / +8 Cun / +13 Con Changes resistances: +6% blight / +3% fire / +12% light / +9% acid Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +18% Life regen: +3.10 Stamina each turn: +1.10 Maximum life: +48.00 Mindpower: +11 (+1 eff.) Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. The set is complete. Base power: 28.0 - 39.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 10% chance to reduce the target's resistances to all damage Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +10% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. The set is complete. Base power: 25.0 - 32.5 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% On weapon hit: * 10% chance to return the target to a much younger state Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes resistances penetration: +15% temporal Changes damage: +10% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Cloak | Chalagandil the elven-silk cloak (9 def, 4 armour) Chalagandil the elven-silk cloak (9 def, 4 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Mag / +6 Wil Changes resistances: +10% acid / +9% blight / +17% fire / +13% cold / +10% lightning Silence immunity: +5% Pinning immunity: +5% Knockback immunity: +15% Teleport immunity: +15% Maximum life: +60.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Arynor' (5 def, 10 armour) voratun mail armour 'Arynor' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 16 acid / 19 fire Damage when hit (Melee): 18 acid / 15 fire Changes stats: +5 Str / +6 Wil / +6 Cun / +5 Con Changes resistances: +27% acid / +18% fire Changes resistances penetration: +20% acid / +5% mind Changes damage: +3% acid Mental save: +22 (+4 eff.) Maximum life: +60.00 A suit of armour made of mail. |
Inventory
sun infusion of the titan (rad 6; power 76; turns 3; dispells darkness) sun infusion of the titan (rad 6; power 76; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 3 turns. Its effects scale with your Constitution 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. |
oxygen infusion of the duelist (stamina 270 over 10 turns) oxygen infusion of the duelist (stamina 270 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 270 stamina and air over 10 turns. 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. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood starstaff of protection (25-30 power, 5 apr, light element)blighted elven-wood starstaff of protection (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 17% chance to disease Changes resistances: +12% light Changes damage: +25% light Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +34.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff (25-30 power, 5 apr, physical element)magelord's elven-wood starstaff (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 35 arcane Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of corruption (44.5-66.75 power, 2 apr)dwarven-steel greatmaul of corruption (44.5-66.75 power, 2 apr) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing blue-steel trident of ruin (19.5-31.2 power, 8 apr)arcing blue-steel trident of ruin (19.5-31.2 power, 8 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.5 - 31.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Critical mult.: +20.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 3 power out of 8/8) : Effective talent level: 2.6 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 370.26 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
voratun longsword (42.5-59.5 power, 6 apr) voratun longsword (42.5-59.5 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
Korumas (46-59.8 power, 9 apr) Korumas (46-59.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +9 Changes resistances penetration: +10% blight / +8% physical / +10% arcane Changes damage: +11% physical Physical save: +20 (+4 eff.) Blindness immunity: +10% Knockback immunity: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Corpseroar the ash longbowCorpseroar the ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Nature Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +9 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% acid / +3% light Changes damage: +9% nature Talent cooldown: Steady Shot (-1 turn) Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +15% Teleport immunity: +10% New effects duration reduction after a teleport: +50% Longbows are used to shoot arrows at your foes. |
voratun mail armour (5 def, 10 armour) voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of sorcery (2 def, 0 armour)restorative cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +16% nature / +16% blight Life regen: +2.00 Spell crit. chance: +7% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves of the iron hand (0 def, 9 armour)heroic drakeskin leather gloves of the iron hand (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +4 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Mental save: +14 (+3 eff.) Disarm immunity: +50% Maximum life: +80.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun helm 'Darkbutcher' (4 def, 11 armour)voratun helm 'Darkbutcher' (4 def, 11 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 darkness Changes stats: +10 Con Changes resistances: +12% darkness Changes resistances penetration: +20% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Spell save: +12 (+3 eff.) Poison immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
3 zircon 3 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. |
2 aquamarine 2 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. |
3 opal 3 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
122 alchemist agate 122 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; 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. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 35 power out of 100/100. The very essence of bearness! |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns) woodsman's dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
This item will automatically be transmogrified when you leave the level. void dragonbone wand of clairvoyance [power 16] (3 cooldown)void dragonbone wand of clairvoyance [power 16] (3 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 16, power 94 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Orco the Cornac Adventurer level 33
29th Dusk 122nd year of Ascendancy at 13:21 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Orco the Cornac Adventurer level 107
41st Haze 122nd year of Ascendancy at 05:06 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Orco the Cornac Adventurer level 44
45th Dusk 122nd year of Ascendancy at 22:05 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Orco the Cornac Adventurer level 30
24th Dusk 122nd year of Ascendancy at 05:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Orco the Cornac Adventurer level 22
8th Dusk 122nd year of Ascendancy at 22:20 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Orco the Cornac Adventurer level 31
26th Dusk 122nd year of Ascendancy at 19:42 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Orco the Cornac Adventurer level 16
1st Flare 122nd year of Ascendancy at 18:33 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Orco the Cornac Adventurer level 79
7th Haze 122nd year of Ascendancy at 05:47 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By Orco the Cornac Adventurer level 106
40th Haze 122nd year of Ascendancy at 11:16 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Orco the Cornac Adventurer level 26
16th Dusk 122nd year of Ascendancy at 15:13 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Orco the Cornac Adventurer level 32
28th Dusk 122nd year of Ascendancy at 09:42 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Orco the Cornac Adventurer level 39
37th Dusk 122nd year of Ascendancy at 13:06 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Orco the Cornac Adventurer level 45
48th Dusk 122nd year of Ascendancy at 01:59 see stats
Infinite x60 (Nightmare (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Orco the Cornac Adventurer level 52
54th Dusk 122nd year of Ascendancy at 00:30 see stats
Infinite x70 (Nightmare (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Orco the Cornac Adventurer level 58
59th Dusk 122nd year of Ascendancy at 13:39 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Orco the Cornac Adventurer level 66
67th Dusk 122nd year of Ascendancy at 06:02 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Orco the Cornac Adventurer level 72
72nd Dusk 122nd year of Ascendancy at 14:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Orco the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 08:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Orco the Cornac Adventurer level 20
8th Flare 122nd year of Ascendancy at 23:21 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Orco the Cornac Adventurer level 30
23rd Dusk 122nd year of Ascendancy at 14:41 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Orco the Cornac Adventurer level 40
38th Dusk 122nd year of Ascendancy at 04:52 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Orco the Cornac Adventurer level 50
51st Dusk 122nd year of Ascendancy at 11:49 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Orco the Cornac Adventurer level 86
18th Haze 122nd year of Ascendancy at 13:08 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Orco the Cornac Adventurer level 99
33rd Haze 122nd year of Ascendancy at 19:16 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Orco the Cornac Adventurer level 31
26th Dusk 122nd year of Ascendancy at 18:15 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Orco the Cornac Adventurer level 26
17th Dusk 122nd year of Ascendancy at 12:39 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Orco the Cornac Adventurer level 16
1st Flare 122nd year of Ascendancy at 18:33 see stats
Log
Orco hits Giant army ant for 239 temporal, 558 physical, 6 temporal, 16 acid, , 0 arcane, , 9 fire, 69 lightning, , 218 temporal, 509 physical, 6 temporal, 16 acid, , 0 arcane, , 9 fire, 69 lightning, (1722 total damage).
Giant army ant is no longer poisoned.
Orco performs a melee critical strike against Giant army ant!
Orco performs a melee critical strike against Giant army ant!
Orco stops spinning fate.
Orco hits Giant army ant for 242 temporal damage.
Orco killed Giant army ant!
Orco stops weaving fate.
Resting starts...
Orco retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Hotkey page 4 is now displayed.
Orco activates Wind Storm.
Orco deactivates Wind Storm.
Wind Storm is still on cooldown for 25 turns.
Hotkey page 3 is now displayed.
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Orco deactivates Elemental Stance.
Orco deactivates Air Stance.
Orco no longer revels in blood quite so much.
Orco deactivates Daunting Presence.
