Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. More 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. Star kitty race 1.2.5Adds Star-kitties as a playable race. They're kinda unbalanced, it all started as a joke. Just consider them a way to run around as a space cat. It actually keeps bugging out when I try to upload it to the Steam workshop. No idea why, all my other addons upload fine. It's been like that for ages. If anyone knows why, let me know so I can get it to Steam too. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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 1.2.0Combines 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: Doctornull's Class Pack 1.2.5This 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Midnight 1.2.5Adds 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. Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] 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 Spellsword 1.2.5This 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. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.2.5Content 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 | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghost |
| Class | Bard |
| Level / Exp | 13 / 10% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 77 (base 15) |
| Dexterity | 103 (base 13) |
| Constitution | 70 (base 10) |
| Magic | 94 (base 23) |
| Willpower | 54 (base 18) |
| Cunning | 142 (base 14) |
Resources
| Life | 595/595 |
| Mana | 1102/1102 |
| Stamina | 301/301 |
| Healing Factor | 1.05 |
| Regeneration | 2.9925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +37% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 32 |
| See Stealth | 65 |
| See Invisible | 64 |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 102 |
| Crit Chance | 188% |
| APR | 69 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 96 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84.914703543124 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Damage Bonus
| All | +56% |
Defense: Base
| Armour (hardiness) | 54 (30%) |
| Defense | 64.8375 |
| Ranged Defense | 67.5875 |
| Fatigue | 0 |
| Physical Save | 101.41396053456 |
| Spell Save | 79.958440801835 |
| Mental Save | 100.10562720122 |
Defense: Resistances
| All | 14%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 86% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 79% |
| Pinning Resistance | 81% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 82% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Phantasm | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Cantrips | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Tuneslinger | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Bardic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Tunecrafting | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Acrobatics | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Bard | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ghost | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Performer / Songs | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.44 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Song of Focus |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; The Brotherhood of Alchemists* &039; * &039;ve the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.&WHITESLATE039;Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.&WHITESLATE039;Needed: one vial of greater demon bile. Don&039; * &039; | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Layiyana the Dayburst (10 def, 15 armour) Layiyana the Dayburst (10 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 Armour: +15 Defense: +10 Ranged Defense: +9 Fatigue: -4% Changes stats: +8 Dex / +15 Mag / +6 Wil / +11 Cun / +11 Con Changes resistances penetration: +10% light Changes damage: +10% acid / +10% blight Maximum encumbrance: +34 Physical save: +63 Mental save: +49 Disease immunity: +37% Stamina each turn: +1.30 Mana each turn: +0.53 Maximum mana: +60.00 Maximum stamina: +40.00 Spellpower: +9 Spell crit. chance: +5% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Light source | Lisiressra LisiressraPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +15 Damage when hit (Melee): 37 fire / 8 physical Changes stats: +10 Cun Changes resistances: +17% fire / +15% light / +12% temporal Changes damage: +15% darkness / +15% sound Damage affinity(heal): +5% darkness / +5% sound Reduces incoming crit damage: 15.00% Physical save: +29 Spell save: +29 Mental save: +29 Blindness immunity: +72% Confusion immunity: +51% Only die when reaching: -20.00 life Maximum melody: +29.00 Light radius: +11 Infravision radius: +12 See stealth: +46 See invisible: +46 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Scorchgrit the dwarven-steel helm (7 def, 10 armour) Scorchgrit the dwarven-steel helm (7 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +12 Armour penetration: +7 Physical power: +5 Armour: +10 Defense: +7 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +26 Dex / +7 Wil / +5 Cun / +11 Con Changes resistances: +20% acid / +38% darkness / +21% cold / +10% blight / +22% fire / +22% lightning / +5% all Changes resistances penetration: +5% physical Changes damage: +12% fire Physical save: +11 Mental save: +11 Life regen: +0.40 Infravision radius: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets &039; (0 def, 9 armour) voratun gauntlets &039; (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +33 Armour: +9 Damage (Melee): 13 nature Damage when hit (Melee): 8 blight Changes stats: +15 Str / +14 Dex / +7 Mag / +1 Wil / +11 Cun / +12 Con Changes resistances: +10% darkness / +10% nature / +10% light Changes damage: +10% nature / +6% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +66 Spell save: +21 Mental save: +34 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +58.00 Spell crit. chance: +16% Mental crit. chance: +20% Infravision radius: +2 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick elm wand of conjuration [power 73] (7 cooldown) quick elm wand of conjuration [power 73] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 36-73), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring &039; gold ring &039;Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +22 Armour penetration: +4 Physical power: +10 Defense: +11 Effects on melee hit: * 25% chance to blind Effects on ranged hit: * 24% chance to blind Changes stats: +8 Str / +11 Dex / +6 Cun / +6 Con Changes resistances: +21% acid / +15% lightning / +50% fire / +20% cold / +28% sound Changes damage: +16% fire / +14% sound Reduces incoming crit damage: 10.00% Mental save: +11 Silence immunity: +29% Disarm immunity: +35% Confusion immunity: +35% Pinning immunity: +37% Knockback immunity: +38% Stamina each turn: +0.40 Mana each turn: +0.21 Only die when reaching: -95.00 life Maximum life: +36.00 Maximum stamina: +15.00 Movement speed: +19% 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: 4.8 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 44% for 5 turns. Rings can have magical properties. |
| On fingers | stralite ring &039; stralite ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Physical power: +47 Defense: +15 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 temporal Changes stats: +8 Dex / +7 Mag / +15 Cun / +17 Lck Changes resistances: +9% temporal / +30% darkness / +18% arcane Changes resistances penetration: +15% blight Changes damage: +6% blight / +27% arcane / +15% darkness / +16% all Blindness immunity: +44% Silence immunity: +44% Mana each turn: +0.34 Spellpower: +60 Mindpower: +45 Infravision radius: +5 See stealth: +19 See invisible: +18 Reduce all damage from unseen attackers: 6% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 640% faster and gaining 10% chance to evade melee attacks for 3 game turns. When this effect ends you&ANTIQUE_WHITE |
| Around neck | stralite amulet &039; stralite amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +27 Armour penetration: +23 Physical crit. chance: +17.0% Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +6 Con Changes resistances: +13% physical / +26% temporal / +26% darkness / +22% light Talent masteries: +0.34 Spell / Divination +0.34 Technique / Combat training Critical mult.: +29.00% Physical save: +34 Spell save: +22 Mental save: +21 Blindness immunity: +36% Pinning immunity: +44% Knockback immunity: +44% Life regen: +2.20 Stamina each turn: +0.80 Mana when firing critical spell: +3.00 Maximum life: +68.00 Spell crit. chance: +2% Damage Shield penetration: +10% Amulets can have magical properties. |
| In main hand | Furnacerazor the voratun rapier (56-78.4 power, 7 apr) Furnacerazor the voratun rapier (56-78.4 power, 7 apr)Requires: - Cunning 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 56.0 - 78.4 Uses stats: 60% Cun, 40% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +19 mind / +8 fire Burst (radius 2) on crit: +30 ice / +4 fire When wielded/worn: Accuracy: +43 Physical crit. chance: +44.0% Physical power: +30 Armour: +11 Defense: +15 Changes stats: +6 Str / +7 Dex / +5 Cun Changes resistances: +9% all Changes resistances penetration: +13% nature / +15% cold Changes damage: +15% mind / +15% physical Stamina when hit: +1.90 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. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
| Around waist | Phlegmroar the drakeskin leather belt Phlegmroar the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Damage when hit (Melee): 16 nature / 8 arcane Changes stats: +12 Str / +11 Mag / +21 Cun Changes resistances: +11% lightning / +42% darkness / +9% cold / +10% blight / +12% fire / +30% mind / +10% light Changes resistances penetration: +14% sound Changes damage: +33% light / +87% sound / +3% nature / +34% darkness / +9% arcane / +20% all Critical mult.: +5.00% Physical save: +35 Spell save: +57 Mental save: +52 Mana each turn: +0.00 Melody each turn: +0.22 Melody when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +374.00 Maximum melody: +110.00 Spellpower: +23 Spell crit. chance: +45% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A belt that goes around your waist. |
| In off hand | elven-wood harp &039; (13 melee - 12.5 ranged sound damage) elven-wood harp &039; (13 melee - 12.5 ranged sound damage)Requires: - Cunning 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 4 When wielded/worn: Accuracy: +58 Physical crit. chance: +9.0% Physical power: +25 Defense: +15 Ranged Defense: +2 Damage (Melee): 13 sound Damage (Ranged): 12 sound Changes stats: +11 Str / +16 Dex / +6 Mag / +8 Wil / +25 Cun / +17 Con Changes resistances: +9% temporal / +5% arcane / +102% sound Changes damage: +17% light / +17% darkness / +51% sound Talent granted: +4 Pluck Strings Reduces incoming crit damage: 5.00% Mental save: +6 Silence immunity: +26% Disarm immunity: +44% Stun/Freeze immunity: +20% Melody each turn: +0.34 Maximum mana: +73.00 Maximum melody: +42.00 Spellpower: +14 Spell crit. chance: +9% Mindpower: +19 Mental crit. chance: +6% Movement speed: +18% 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: 4.8 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 44% for 5 turns. A small string instrument. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Runudrantir (12 def, 7 armour) Runudrantir (12 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +7 Defense: +12 Changes stats: +10 Str / +3 Dex / +11 Mag / +5 Wil / +11 Cun Changes resistances: +20% acid / +17% physical / +14% light / +15% darkness / +20% cold / +16% mind / +19% fire Changes damage: +40% light / +15% fire / +37% sound / +14% acid / +12% physical / +20% all / +19% arcane / +14% cold / +16% mind / +57% darkness Talent cooldown: Refit Golem (-6 turns) Silence immunity: +44% Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +7 Only die when reaching: -40.00 life Maximum life: +90.00 Maximum mana: +203.00 Maximum melody: +93.00 Spellpower: +75 Spell crit. chance: +21% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 322 over 5 turns) regeneration infusion of the warrior (heal 322 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 5; power 85; turns 3; dispells darkness) sun infusion of the psychic (rad 5; power 85; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 85) for 3 turns. Its effects scale with your Willpower 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. |
sun infusion of the psychic (rad 6; power 86; turns 5; dispells darkness) sun infusion of the psychic (rad 6; power 86; turns 5; 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: 10 Travel Speed: instantaneous Usage Speed: 1 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 43). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 86) for 5 turns. Its effects scale with your Willpower 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. |
sun infusion of the sneak (rad 7; power 190; turns 5; dispells darkness) sun infusion of the sneak (rad 7; power 190; turns 5; 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: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 95). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 190) for 5 turns. 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. |
2 infusion patches of clearing 2 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of lesser healing 2 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
manasurge rune of the duelist (1012% regen over 10 turns; 51 instant mana) manasurge rune of the duelist (1012% regen over 10 turns; 51 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1012% over 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1164% regen over 10 turns; 58 instant mana) manasurge rune of the titan (1164% regen over 10 turns; 58 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1164% over 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (908% regen over 10 turns; 45 instant mana) manasurge rune of the warrior (908% regen over 10 turns; 45 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 908% over 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 15; dur 3) phase door rune (range 5; power 15; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
reconstruction rune of the duelist (heal 466; cure a cut or wound) reconstruction rune of the duelist (heal 466; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 466 life, and cure one cut or wound effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the titan (heal 250; cure a cut or wound) reconstruction rune of the titan (heal 250; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 250 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (51 cold damage; 20 apply power) biting gale rune (51 cold damage; 20 apply power)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 51.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
biting gale rune of the wizard (270 cold damage; 64 apply power) biting gale rune of the wizard (270 cold damage; 64 apply power)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 269.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 64. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (272 cold damage; 63 apply power) biting gale rune of the wizard (272 cold damage; 63 apply power)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 271.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 63. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 23) teleportation rune (range 23)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 23 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. |
teleportation rune of the wizard (range 132) teleportation rune of the wizard (range 132)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 scrolls of teleportation 2 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 49.42 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
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. |
mule& mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 Rings can have magical properties. |
Sileth the voratun waraxe (56.5-79.1 power, 6 apr) Sileth the voratun waraxe (56.5-79.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 35% chance to disease * Slows global speed by 47% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +31 blight / +30 cold Burst (radius 1) on hit: +11 fire When wielded/worn: Accuracy: +12 Physical crit. chance: +15.0% Defense: +2 Ranged Defense: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex Changes resistances penetration: +16% acid / +17% fire / +16% lightning / +15% cold Physical save: +6 Disease immunity: +64% Pinning immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% One-handed war axes. |
mighty cured leather sling of acid mighty cured leather sling of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Physical power: +7 Changes stats: +2 Str Changes damage: +8% acid Slings are used to hurl stones or metal shots at your foes. |
bursting pouch of iron shots of erosion (17/17, 14-16.8 power, 1 apr) bursting pouch of iron shots of erosion (17/17, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Damage (Ranged): +5 temporal / +6 nature / +9 sound Burst (radius 2) on crit: +5 sound Shots are used with slings to pummel your foes to death. |
flaming pouch of steel shots (22/22, 17-20.4 power, 2 apr) flaming pouch of steel shots (22/22, 17-20.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Burst (radius 1) on hit: +10 fire Shots are used with slings to pummel your foes to death. |
pouch of steel shots of vileness (24/24, 21-25.2 power, 2 apr) pouch of steel shots of vileness (24/24, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 24 On weapon hit: * 11% chance to disease Damage (Ranged): +7 blight Shots are used with slings to pummel your foes to death. |
pouch of steel shots of wind (17/17, 20-24 power, 2 apr) pouch of steel shots of wind (17/17, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (15/15, 18.5-22.2 power, 2 apr) psychokinetic pouch of steel shots (15/15, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +21 physical Shots are used with slings to pummel your foes to death. |
sonic pouch of steel shots of daylight (16/16, 20-24 power, 2 apr) sonic pouch of steel shots of daylight (16/16, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 Damage (Ranged): +7 light Burst (radius 1) on hit: +10 sound Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
sonic pouch of steel shots of erosion (18/18, 20-24 power, 2 apr) sonic pouch of steel shots of erosion (18/18, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Damage (Ranged): +8 nature / +7 temporal Burst (radius 1) on hit: +11 sound Shots are used with slings to pummel your foes to death. |
elven-silk robe &039; (5 def, 0 armour) elven-silk robe &039; (5 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 23 acid Changes stats: +6 Mag / +6 Wil / +30 Con Changes resistances: +20% lightning / +6% temporal / +19% light / +20% fire / +19% sound / +19% acid / +20% physical / +20% cold / +36% mind Changes damage: +22% acid / +14% physical / +15% fire / +18% mind / +14% cold / +54% nature / +18% all Talent cooldown: Refit Golem (-5 turns) Physical save: +38 Spell save: +45 Mental save: +15 Poison immunity: +150% Disease immunity: +145% Silence immunity: +49% Melody each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum melody: +42.00 Spellpower: +45 Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stralite plate armour &039; (16 def, 20 armour) stralite plate armour &039; (16 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 Armour: +20 Defense: +16 Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire / 4 mind / 23 sound Changes stats: +18 Str / +18 Mag / +24 Wil / +20 Cun Changes resistances: +45% lightning / +25% temporal / +23% light / +29% fire / +44% sound / +26% acid / +13% physical / +3% cold / +18% darkness Changes damage: +3% light Spell save: +10 Mental save: +62 Spellpower: +20 Spell crit. chance: +8% Mindpower: +18 Mental crit. chance: +9% Light radius: +3 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 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Xeromida the Mucustide (2 def, 0 armour) Xeromida the Mucustide (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +14 Armour penetration: +14 Physical crit. chance: +3.0% Physical power: +4 Defense: +2 Fatigue: -5% Damage when hit (Melee): 8 nature Changes stats: +6 Str / +8 Dex / +9 Mag / +4 Wil / +8 Cun / +6 Con Changes resistances: +60% darkness / +41% temporal Changes resistances penetration: +14% darkness Changes damage: +11% lightning / +12% mind / +17% darkness / +9% sound Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +17 Maximum melody: +22.00 Spellpower: +14 Spell crit. chance: +12% Mindpower: +2 Mental crit. chance: +1% Defense after a teleport: +41 Resist all after a teleport: +26% New effects duration reduction after a teleport: +38% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce& Ce&Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Defense: +3 Fatigue: -6% Effects on melee hit: * 47% chance to blind Damage when hit (Melee): 12 nature / 12 light Changes stats: +15 Str / +12 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +50% darkness / +18% temporal Changes resistances penetration: +5% nature / +20% darkness / +15% sound Changes damage: +14% lightning / +54% darkness / +56% sound Stealth bonus: +25 Physical save: +13 Melody each turn: +0.28 Melody when hit: +2.50 Maximum life: +137.00 Maximum melody: +108.00 Spellpower: +9 Spell crit. chance: +24% Light radius: +2 Defense after a teleport: +28 Resist all after a teleport: +13% New effects duration reduction after a teleport: +20% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerildatta the Stokespitter (38 def, 9 armour) Nerildatta the Stokespitter (38 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +9 Defense: +38 Fatigue: -5% Damage when hit (Melee): 16 fire Changes stats: +7 Str / +8 Mag / +4 Cun / +10 Con Changes resistances: +9% acid / +15% blight / +19% fire / +21% cold / +11% lightning Changes resistances penetration: +5% arcane / +11% physical Changes damage: +8% acid / +8% physical / +3% fire / +8% blight Physical save: +15 Mental save: +19 Disease immunity: +38% Silence immunity: +37% Confusion immunity: +38% Stun/Freeze immunity: +34% Stamina each turn: +0.70 Maximum life: +48.00 Spellpower: +7 Spell crit. chance: +1% Movement speed: +10% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 47 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Aroyath the Gleambender (2 def, 0 armour) Aroyath the Gleambender (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +14 Wil Changes resistances: +23% light / +24% darkness Changes damage: +9% acid / +25% light / +10% lightning / +10% cold / +9% fire / +9% arcane / +16% darkness Physical save: +22 Life regen: +11.80 Mana each turn: +1.60 Mana when hit: +0.90 Equilibrium when hit: +2.02 Psi when hit: +2.14 Hate when hit: +2.10 Maximum mana: +82.00 Spellpower: +8 Light radius: +3 Damage Shield Power: +32% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 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. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 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 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; 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. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
72 alchemist agate 72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern &039; dwarven lantern &039;Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +10 Defense: +10 Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 nature / 12 darkness Changes stats: +7 Wil Changes resistances: +10% temporal / +14% light / +8% cold / +6% nature / +3% darkness Changes resistances penetration: +5% darkness / +14% all Changes damage: +6% nature / +15% darkness / +12% sound Damage affinity(heal): +5% darkness / +5% sound Critical mult.: +19.00% Physical save: +19 Spell save: +20 Mental save: +46 Maximum life: +71.00 Maximum melody: +23.00 Mindpower: +21 Mental crit. chance: +24% Light radius: +11 Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 3.9 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 613.95 sound damage and soundshocking it for 4 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target&WHITEANTIQUE_WHITE |
Layunn (dig speed 1 turns) Layunn (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +17 Physical crit. chance: +12.0% Physical power: +9 Fatigue: -10% Damage when hit (Melee): 8 temporal Changes stats: +23 Str / +9 Wil / +6 Cun / +3 Con Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +20% physical Changes damage: +15% fire / +13% mind / +6% temporal Critical mult.: +20.00% Mental save: +14 Life regen: +0.60 Maximum life: +40.00 Maximum stamina: +29.00 Spellpower: +2 Spell crit. chance: +3% Mental crit. chance: +15% Infravision radius: +8 Healing mod.: +5% 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: 3.6 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 +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
Dazzlesage [power 1129] (14 cooldown) Dazzlesage [power 1129] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% mind / +3% cold Changes resistances penetration: +10% light Changes damage: +15% light / +6% mind Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to fire a blast of psionic energies in a beam (dam 564-1129), placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
arcane ash wand of firewall [power 121] (6 cooldown) arcane ash wand of firewall [power 121] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Mana each turn: +0.10 It can be used to creates a wall of flames lasting for 4 turns (dam 121 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm harp of perseverance (4 melee - 4.5 ranged sound damage) elm harp of perseverance (4 melee - 4.5 ranged sound damage)Requires: - Cunning 11 Crafted by a master 3.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 4 sound Damage (Ranged): 4 sound Talent granted: +1 Pluck Strings Mental save: +2 Stun/Freeze immunity: +20% Life regen: +0.90 Mindpower: +2 Mental crit. chance: +2% A small string instrument. |
Borunarilin the voratun singing sword (56.5-79.1 power, 15 apr) Borunarilin the voratun singing sword (56.5-79.1 power, 15 apr)Requires: - Strength 48 - Cunning 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: instrument / singsword ; tier 5 It must be held with both hands. Base power: 56.5 - 79.1 Uses stats: 90% Str, 25% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +15 Physical crit. chance: +5.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 18% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +45% Damage (Melee): +22 lightning / +22 darkness / +24 blight / +14 sound Burst (radius 1) on hit: +8 physical / +24 fire Burst (radius 2) on crit: +24 fire Damage against: +24% Living When wielded/worn: Accuracy: +34 Armour penetration: +17 Physical crit. chance: +36.0% Defense: +17 Damage when hit (Melee): 4 physical Changes stats: +3 Str / +9 Dex / +1 Con Changes resistances: +6% light Changes resistances penetration: +16% fire Critical mult.: +20.00% Disease immunity: +37% Mindpower: +5 Global speed: +6% A two-handed sword that converts voice into sound. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Achievements
Bosslike (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Boss rank.By Sleepy Creepy the Ghost Bard level 8
2nd Summertide 122nd year of Ascendancy at 23:16 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sleepy Creepy the Ghost Bard level 7
2nd Summertide 122nd year of Ascendancy at 03:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sleepy Creepy the Ghost Bard level 10
7th Flare 122nd year of Ascendancy at 12:26 see stats
One of a Kind (Nightmare (Roguelike) difficulty)
Slain enough enemies to reach Unique rank.By Sleepy Creepy the Ghost Bard level 7
2nd Summertide 122nd year of Ascendancy at 03:33 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Sleepy Creepy the Ghost Bard level 8
7th Flare 122nd year of Ascendancy at 11:35 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sleepy Creepy the Ghost Bard level 13
10th Flare 122nd year of Ascendancy at 01:00 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sleepy Creepy the Ghost Bard level 13
2nd Dusk 122nd year of Ascendancy at 04:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sleepy Creepy the Ghost Bard level 8
3rd Summertide 122nd year of Ascendancy at 06:38 see stats
Log
Ran for 9 turns (stop reason: at exit).
There is nowhere left to explore.
There is nowhere left to explore.
You gain 1.98 gold from the transmogrification of balanced steel ritual blade of massacre (14.5-18.85 power, 6 apr).
There is an exit to the worldmap here (press &039; or right click to use).
Saving done.
There is a Derth (Town) here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Today is the 1st Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLASTLIGHT_GREEN039;An apprentice task&WHITE039;j&LASTLIGHT_GREEN039;An apprentice task&WHITE039;j&LASTsteel greatsword &039; (26-41.6 power, 11 apr)
Personal New Achievement: The secret city (Nightmare (Roguelike) difficulty)!
Quest &039; is done! (Press &039; to see the quest log)
You receive: Angolwen Academy Training Token
Today is the 2nd Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 02:41.
Today is the 4th Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLASTYELLOW_GREEN039;&
