Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Weapons Pack 1.2.2This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Haunted class 1.1.5Haunted: an unarmed hate-based warrior Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Treant Race 1.1.5Adds in a Treant Race. Doctornull's Class Pack 1.2.1This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.2.0Donators/Buyers bonus! Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.2.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Elementals Race 1.2.1Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Conveyance Reward 1.0.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Hedgeknight Class 1.2.1They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 28 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 12 on the 3rd Dusk 122nd year of Ascendancy at 13:12 4 / 2Killed by skeleton mage at level 22 on the 53rd Haze 122nd year of Ascendancy at 18:16 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 50 (base 50) |
| Constitution | 20 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | 668/668 |
| Mana | 297/297 |
| Stamina | 234/234 |
| Healing Factor | 1.16 |
| Regeneration | 0.29 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 15 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 81 |
| Accuracy | 60 |
| Crit Chance | 28% |
| APR | 25 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.95 |
| Crit Chance | 20% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 11 (64.2%) |
| Defense | 42.174358974359 |
| Ranged Defense | 42.174358974359 |
| Fatigue | 5 |
| Physical Save | 24.535164202683 |
| Spell Save | 21.160164202683 |
| Mental Save | 42.733333333333 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Bleed Resistance | 40% |
| Confusion Resistance | 78% |
| Instadeath Resistance | 100% |
| Silence Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 878% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| talent | Chant of Fortitude |
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by gigantic corrosive tunneler. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * &039;t much matter. The last ten inches or so should do nicely.&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed red crystal shard. * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tempestclash the pair of hardened leather boots (0 def, 3 armour) Tempestclash the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Wil Changes resistances penetration: +15% lightning Silence immunity: +26% Confusion immunity: +38% Stun/Freeze immunity: +36% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +1% A pair of boots made of leather. |
| Light source | alchemist&039;Strikebright& alchemist&039;Strikebright&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +12% lightning Changes damage: +9% lightning Mental save: +8 Light radius: +3 See stealth: +15 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| On hands | Storm Bringer& Storm Bringer&Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 26.18 to 78.53 damage and forking to another target. It can hit up to 6 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. Attackspeed is 100% for non-Brawlers! This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Bloomhunt (dig speed 25 turns) Bloomhunt (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str Changes resistances penetration: +5% blight Changes damage: +12% nature / +3% blight When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Defense: +19 Changes stats: +5 Cun Movement speed: +15% 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: 2.2 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 25% for 5 turns. Rings can have magical properties. |
| Around neck | warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Cut immunity: +40% Stamina each turn: +0.20 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 197 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | rough dull aurastone rough dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 4.0 - 4.4 Uses stat: 10% Mag Damage type: Acid Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Around waist | Neira& Neira&Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | warm shiny aurastone warm shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 4.0 - 4.4 Uses stat: 15% Mag Damage type: Fire Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Mag / +1 Wil Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Alorek (1 def, 2 armour) Alorek (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +2 Mag / +1 Con Critical mult.: +11.00% Spell crit. chance: +3% A suit of armour made of leather. |
Inventory
heroism infusion of the sneak (+16 for 9 turns, die at -475) heroism infusion of the sneak (+16 for 9 turns, die at -475)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -475 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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. |
wild infusion of the titan (resist 12%; cure mental, physical) wild infusion of the titan (resist 12%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 12% for 4 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 50)teleportation rune (range 50) 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. 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. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +22% Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. mule&mule& Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes resistances: +28% nature Changes damage: +14% nature Maximum encumbrance: +26 Rings can have magical properties. |
savior& savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Physical save: +7 Spell save: +6 Mental save: +7 Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +10 Changes stats: +7 Mag Spell save: +14 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
ancient gleaming aurastone ancient gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Temporal Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +8 temporal A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
freezing gleaming aurastone freezing gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Cold Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +10 cold A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
freezing glowing aurastone freezing glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 4.0 - 4.4 Uses stat: 25% Mag Damage type: Cold Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -35.0% Burst (radius 1) on hit: +7 cold A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
hardened gleaming aurastone hardened gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +8 physical A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
pure glowing aurastone pure glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 4.0 - 4.4 Uses stat: 25% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -35.0% Burst (radius 1) on hit: +8 arcane A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. crushing elven-wood greatclub of life (59-88.5 power, 3 apr)crushing elven-wood greatclub of life (59-88.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.84 Maximum life: +12.00 Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. manaburning elven-wood greatclub of projection (53.5-80.25 power, 3 apr)manaburning elven-wood greatclub of projection (53.5-80.25 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn Damage (Melee): +14 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. blazebringer&blazebringer& Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +4% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul &039; (40-60 power, 2 apr)dwarven-steel greatmaul &039; (40-60 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to disease Burst (radius 1) on hit: +4 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% blight / +3% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Latafayn (68-108.8 power, 5 apr)Latafayn (68-108.8 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond& |
This item will automatically be transmogrified when you leave the level. arcing stralite greatsword of phasing (49-78.4 power, 12 apr)arcing stralite greatsword of phasing (49-78.4 power, 12 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +13 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. heavy dwarven-steel greatsword of torment (41-65.6 power, 2 apr)heavy dwarven-steel greatsword of torment (41-65.6 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 4.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +28 % knockback chance When wielded/worn: Changes resistances penetration: +12% mind / +14% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Aeroba the pulsing mindstar (16-17.6 power, 32 apr, mind damage)Aeroba the pulsing mindstar (16-17.6 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +25% Animal When wielded/worn: Accuracy: +6 Damage (Melee): 10 nature Critical mult.: +3.00% Life regen: +0.40 Stamina each turn: +0.80 Mindpower: +4 Mental crit. chance: +4% Infravision radius: +2 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. |
Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of warding (26-31.2 power, 4 apr, lightning element)potent yew magestaff of warding (26-31.2 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 Maximum wards: +2 lightning Changes damage: +26% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +12 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Stealth bonus: +6 Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. living stralite buckler of purityliving stralite buckler of purity Requires: - Dexterity 28 - Cunning 28 Infused by nature 3.00 Encumbrance. Type: armor / buckler ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Defense: +10 Fatigue: +7% Damage when hit (Melee): 15 nature Changes resistances: +31% nature / +24% blight Talent granted: +4 Guard Maximum life: +62.00 Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel buckler of temporal resistance (+13%)reinforced dwarven-steel buckler of temporal resistance (+13%) Requires: - Dexterity 20 - Strength 20 Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Armour: +6 Defense: +8 Fatigue: +6% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes resistances: +13% temporal Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of implacability (2 def, 0 armour)restorative cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +10% nature / +12% blight Physical save: +8 Mental save: +7 Life regen: +1.30 Only die when reaching: -50.00 life Healing mod.: +10% 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. thick cashmere cloak of Eldoral (2 def, 7 armour)thick cashmere cloak of Eldoral (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +2 Cun / +1 Dex Changes resistances: +12% cold 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. Manehir the silk robe (3 def, 0 armour)Manehir the silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +25% darkness / +6% blight Changes resistances penetration: +15% blight Changes damage: +17% darkness / +6% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of Angolwen (2 def, 0 armour)cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +4 Wil Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of Linaniil (3 def, 0 armour)mindwoven silk robe of Linaniil (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Mental save: +23 Mana each turn: +0.10 Maximum mana: +72.00 Spellpower: +21 Spell crit. chance: +9% Mindpower: +5 Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden& Eden&Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. traveler&traveler& Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +23 Physical save: +8 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
traveler& traveler&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +3 Str / +3 Con Maximum encumbrance: +21 Physical save: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target&ANTIQUE_WHITE039;s hollow eye sockets seem to stare back into you. |
bladed iron helm of strength (+6) (0 def, 3 armour) bladed iron helm of strength (+6) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +6 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
miner& miner&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of temporal resistance (4 def, 8 armour)stralite mail armour of temporal resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes resistances: +20% temporal A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of Toknor (4 def, 7 armour)troll-hide reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +14.00% Life regen: +9.20 Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings (5 def, 2 armour)enlightening mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +4 Cun / +5 Wil Changes resistances: -25% fire Mental save: +10 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. mummy wrappings of Eyal (5 def, 2 armour)mummy wrappings of Eyal (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: -25% fire Life regen: +1.60 Maximum life: +52.00 Healing mod.: +13% Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings of fire resistance (5 def, 2 armour)searing mummy wrappings of fire resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage (Melee): 12 acid / 13 fire Damage when hit (Melee): 10 acid / 9 fire Changes resistances: +14% acid / +16% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of Eyal (5 def, 2 armour)spiked mummy wrappings of Eyal (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 13 physical Changes resistances: -25% fire Life regen: +2.20 Maximum life: +61.00 Healing mod.: +18% Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of delving (5 def, 2 armour)spiked mummy wrappings of delving (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 10 physical Changes stats: +6 Str Changes resistances: -25% fire / +12% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of fire resistance (5 def, 2 armour)spiked mummy wrappings of fire resistance (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 12 physical Changes resistances: -8% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. thought-forged quiver of elven-wood arrows (18/18, 40.5-56.7 power, 14 apr)thought-forged quiver of elven-wood arrows (18/18, 40.5-56.7 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 40.5 - 56.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 18% chance to cause random insanity Damage (Ranged): +13 mind Arrows are used with bows to pierce your foes to death. |
6 agate 6 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 Gems can be sold for money or used in arcane rituals. |
46 alchemist agate 46 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. |
4 onyx 4 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 Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
4 aquamarine 4 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 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 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe &039; (dig speed 26 turns) dwarven-steel pickaxe &039; (dig speed 26 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes damage: +3% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof& Rungof&Infused 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. |
3 emerald 3 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 Gems can be sold for money or used in arcane rituals. |
5 jade 5 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 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 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 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 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
burglar& burglar&Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% all Spell save: +6 Light radius: -8 Infravision radius: +5 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. |
Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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% Gems can be sold for money or used in arcane rituals. |
8 ruby 8 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 Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe&LASTANTIQUE_WHITE |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
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% 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% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% 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 Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Niseeai the Cornac Brawler level 16
52nd Dusk 122nd year of Ascendancy at 16:16 see stats
Fear me not!
Survived the Fearscape!By Niseeai the Cornac Brawler level 27
80th Haze 122nd year of Ascendancy at 19:12 see stats
Level 10
Got a character to level 10.By Niseeai the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 06:03 see stats
Level 20
Got a character to level 20.By Niseeai the Cornac Brawler level 20
45th Haze 122nd year of Ascendancy at 02:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Niseeai the Cornac Brawler level 19
10th Haze 122nd year of Ascendancy at 08:10 see stats
Size matters
Did over 600 damage in one attack.By Niseeai the Cornac Brawler level 22
55th Haze 122nd year of Ascendancy at 18:41 see stats
The Arena
Unlocked Arena mode.By Niseeai the Cornac Brawler level 9
7th Mirth 122nd year of Ascendancy at 05:58 see stats
The secret city
Discovered the truth about mages.By Niseeai the Cornac Brawler level 10
2nd Summertide 122nd year of Ascendancy at 19:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Niseeai the Cornac Brawler level 20
47th Haze 122nd year of Ascendancy at 17:36 see stats
Log
Niseeai receives 36 healing.
Resting starts...
Niseeai has finished recovering.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shielding is ready to use.
Talent Flurry of Fists is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).
Ran for 21 turns (stop reason: at door).
Ran for 1 turns (stop reason: at door).
Ran for 6 turns (stop reason: at door).
Ran for 10 turns (stop reason: at door).
Ran for 10 turns (stop reason: at door).
There is a teleporting circle to the surface here (press &039; or right click to use).
Ran for 20 turns (stop reason: at exit).
There is a previous level here (press &039; or right click to use).
Ran for 28 turns (stop reason: at exit).
There is a teleporting circle to the surface here (press &039; or right click to use).
Ran for 28 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
