










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 128 / 20% |
Size | medium |
Lifes / Deaths | Killed by Lisawyn the elven warrior at level 106 on the 47th Pyre 123rd year of Ascendancy at 15:51 / 1 |
Primary Stats
Strength | 128 (base 100) |
Dexterity | 120 (base 100) |
Constitution | 28 (base 13) |
Magic | 132 (base 100) |
Willpower | 65 (base 12) |
Cunning | 56 (base 30) |
Resources
Life | 4488/4488 |
Paradox | 310 |
Healing Factor | 1.4263636363636 |
Regeneration | 11.624863636363 |
Speed
Mental | +12.88663555361% |
Attack | +12.88663555361% |
Movement | +59.729022714359% |
Spell | +12.88663555361% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 88.616559580659 |
See Invisible | 88.616559580661 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 488 |
Accuracy | 81 |
Crit Chance | 98% |
APR | 55 |
Speed | 0.71 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 52% |
Speed | 0.88584445368212 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 58% |
Speed | 0.88584445368212 |
Offense: Damage Bonus
Nature | +18% |
Fire | +17% |
Blight | +26% |
Physical | +56% |
Mind | +14% |
All | +8% |
Offense: Damage Penetration
Blight | +41% |
Arcane | +21% |
Mind | +21% |
All | +11% |
Darkness | +31% |
Light | +16% |
Temporal | +31% |
Fire | +26% |
Physical | +67% |
Defense: Base
Armour (hardiness) | 80.723073231957 (93.924050632911%) |
Defense | 74 |
Ranged Defense | 76 |
Fatigue | 24 |
Physical Save | 47 |
Spell Save | 61 |
Mental Save | 42 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 68%( 70%) |
Mind | + 68%( 70%) |
All | + 63%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 70%( 70%) |
Cold | + 70%( 70%) |
Physical | + 63%( 70%) |
Fire | + 70%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 760 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 337 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 9/5 |
| 5/5 |
| 10/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 12/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Chronomancy / Stasis | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 6/5 |
| 2/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 11/5 |
| 5/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon Folding |
talent | Yarrrr!! |
talent | Contingency |
talent | Temporal Hounds |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The target is out of phase with reality, increasing defense by 44, resist all by 35%, and reducing the duration of detrimental timed effects by 30%. Out of Phase |
beneficial effect | Increases attack, spell, and mind speed by 13%. 1 Time Dilation |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target is surrounded by a magical shield, absorbing 760/760 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
Wake up and kill the dreaming horror boss 'Silossra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 124)You completed the challenge and received: Random Artifact: Gloomoracle (0 def, 2 armour) | done |
Wake up and kill the dreaming horror boss 'Emalaith the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 127)You completed the challenge and received: Random Artifact: Sootqueller | done |
Wake up and kill the dreaming horror boss 'Isutha the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 142) | failed |
Wake up and kill the dreaming horror boss 'Zubylelramira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 72)You completed the challenge and received: Random Artifact: Zudas | done |
Wake up and kill the dreaming horror boss 'Lisamirin the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 74)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11)You completed the challenge and received: Random Artifact: Chalemavon (2 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 112)You completed the challenge and received: Random Artifact: Sunknave (131% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 113)You completed the challenge and received: Random Artifact: Corruptionimmortal (5 def, 11 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 120)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 123)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 129)You completed the challenge and received: Random Artifact: Sparkscar (5 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 131) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 137)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 141)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 145)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 148) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 152) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 153)You completed the challenge and received: Random Artifact: Chargetyphoon (153% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 154)You completed the challenge and received: Random Artifact: Blackwyrd (109% power, 4 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 156) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 162) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 164)You completed the challenge and received: Random Artifact: Helllash | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 166) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 169)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 177) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 181) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 185) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 187) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 189)You completed the challenge and received: Random Artifact: Chudil (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 193) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 196) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 197) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 198) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 34) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Heattrail (12 def, 3 armour, 201.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 58)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Brandlace (107% power, 2 apr, darkness element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 67)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 69)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 76)You completed the challenge and received: Random Artifact: Greenroar (0 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: Random Artifact: Rhegas (109% power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 79)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 82)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 86)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 92)You completed the challenge and received: +1 Generic Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 134)0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 157)0 / 4 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 191)0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 30)0 / 4 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 56)0 / 4 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 77)0 / 2 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 99)0 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 101)You completed the challenge and received: Random Artifact: Belowyn | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 132) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 133) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 151)You completed the challenge and received: Random Artifact: Sootreaper (166% power, 4 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 160)You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 195) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 199) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 20)You completed the challenge and received: +1 Prodigy Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 9)You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 115)Turns left: 0 You completed the challenge and received: Random Artifact: Aerildaritha (8 def, 10 armour, 84.5 block) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 96)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 103)You completed the challenge and received: Random Artifact: Muckvault | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 119)You completed the challenge and received: Random Artifact: Vilekill (137% power, 11 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 40)You completed the challenge and received: Random Artifact: Ce'Nariathra (109% power, 4 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 48)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 53)You completed the challenge and received: Random Artifact: Xanovena (2 def, 6 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 71)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 73)You completed the challenge and received: Random Artifact: Mucusgrit (3 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 149)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 163)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 188)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 194)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 25) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 43) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 55) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 62) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 63) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 64) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 85)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 90) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 94) | failed |
Leave the level in less than 102 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (102) (Level 159)Turns left: -1 | failed |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 44)Turns left: 24 You completed the challenge and received: Random Artifact: Nimbuspower (151% power, 6 apr) | done |
Leave the level in less than 114 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (114) (Level 125)Turns left: 35 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 180 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (180) (Level 136)Turns left: 98 You completed the challenge and received: Random Artifact: Rainsting (1 def, 0 armour) | done |
Leave the level in less than 210 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (210) (Level 170)Turns left: 77 You completed the challenge and received: Random Artifact: Vilespar (0 def, 1 armour) | done |
Leave the level in less than 231 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (231) (Level 158)Turns left: 174 You completed the challenge and received: Random Artifact: Glitterdredge (132% power, 4 apr) | done |
Leave the level in less than 27 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (27) (Level 121)Turns left: 27 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 309 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (309) (Level 110)Turns left: 61 You completed the challenge and received: Random Artifact: Bregyrain (122% power, 7 apr) | done |
Leave the level in less than 309 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (309) (Level 45)Turns left: 282 You completed the challenge and received: Random Artifact: Daymarrow (2 def, 0 armour) | done |
Leave the level in less than 312 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (312) (Level 143)Turns left: 132 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 312 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (312) (Level 93)Turns left: 90 You completed the challenge and received: Random Artifact: Furnacequeen | done |
Leave the level in less than 33 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (33) (Level 57)Turns left: 8 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 390 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (390) (Level 135)Turns left: 173 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 420 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (420) (Level 117)Turns left: 55 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 450 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (450) (Level 70)Turns left: -1 | failed |
Leave the level in less than 459 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (459) (Level 108)Turns left: 33 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 98)Turns left: 8 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 612 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (612) (Level 88)Turns left: 430 You completed the challenge and received: Random Artifact: Mighty Girdle | done |
Leave the level in less than 78 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (78) (Level 190)Turns left: 19 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +6 Mag / +6 Wil / +5 Con Changes resistances: +21% temporal / +26% darkness / +15% mind Changes resistances penetration: +10% arcane / +20% temporal / +20% darkness / +10% physical Changes damage: +6% mind Spell save: +6 (+2 eff.) Mana each turn: +0.12 Maximum vim: +10.00 Lowers spell cool-downs by: 10% Mindpower: +9 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 187% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon crit: * cripple the target Damage (Ranged): +28 blight / +24 temporal / +41 darkness Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +4 temporal Damage against: +26% Living Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +3.0% Defense: +14 (+4 eff.) Ranged Defense: +14 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Dex Changes resistances: +7% arcane Changes resistances penetration: +15% blight / +11% all Changes damage: +15% physical Critical mult.: +12.00% Life regen: +0.80 Stamina each turn: +1.00 Mana when firing critical spell: +6.00 Maximum vim: +30.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Armour: +9 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +8 Wil / +5 Con Changes resistances: +15% blight / +9% temporal / +9% cold / +2% physical Changes resistances penetration: +20% physical Changes damage: +6% physical Mental save: +13 (+4 eff.) Stamina when hit: +1.90 Equilibrium when hit: +3.00 Maximum life: +20.00 A cap made of leather. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Damage when hit (Melee): 8 mind Changes stats: +16 Str / +13 Wil / +4 Cun Changes resistances: +15% acid / +12% fire Changes resistances penetration: +10% mind Maximum psi: +20.00 Lowers spell cool-downs by: 10% Mental crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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 | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Effects on melee hit: * 15% chance to blind * 10% chance to disease Damage when hit (Melee): 4 light Changes resistances: +12% blight / +6% fire Changes resistances penetration: +15% blight Changes damage: +18% blight / +9% fire / +8% all Stun/Freeze immunity: +50% Life regen: +6.70 Maximum life: +96.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+6 eff.) Light radius: +3 Healing mod.: +29% Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Changes stats: +2 Str / +6 Dex / +6 Cun Changes resistances: +9% temporal Reduced damage from: +44% Summoned Poison immunity: +10% Silence immunity: +10% Life regen: +0.40 Maximum life: +47.00 Maximum mana: +40.00 Mental crit. chance: +15% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 64% chance to cause random gloom Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +15% fire / +12% temporal Changes resistances penetration: +26% physical Changes damage: +27% physical Spell save: +15 (+4 eff.) Disease immunity: +30% Confusion immunity: +40% Stun/Freeze immunity: +20% Knockback immunity: +15% Resist all after a teleport: +6% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +5 Physical power: +2 (+0 eff.) Armour: +2 Effects on melee hit: * 43% chance to blind Damage (Melee): 13 arcane Changes stats: +3 Str / +4 Dex / +8 Mag / +8 Wil Changes resistances: +8% arcane Changes resistances penetration: +5% light Mana each turn: +0.28 Maximum stamina: +15.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +8% Light radius: +4 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Mag, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +26 arcane / +8 physical It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 blight / 8 fire Changes stats: +2 Str / +12 Mag / +12 Wil / +6 Cun / +2 Con Changes resistances: +6% temporal / +28% cold Changes resistances penetration: +15% fire Grants telepathy: Dragon Demon/Major Demon/Minor Spell crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +15 (+4 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 861% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1087% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -677 life. 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. 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. |
![]() 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. 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. 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. |
![]() 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 13 turns. While Heroism is active, you will only die when reaching -912 life. 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. |
![]() 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 13 turns. While Heroism is active, you will only die when reaching -845 life. 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused 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 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 23 power out of 40/40) : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 268 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +14 Cun / +15 Con Changes resistances: +6% light Reduces incoming crit damage: 5.00% Physical save: +43 (+14 eff.) Spell save: +24 (+6 eff.) Mental save: +23 (+8 eff.) Life regen: +3.00 Maximum life: +80.00 Light radius: +2 See invisible: +3 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +1 Mag / +8 Wil Changes damage: +3% arcane Grants telepathy: Humanoid/Orc All Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.40 Chronomancy / Temporal Hounds +0.40 Chronomancy / Fate Weaving Physical save: +16 (+5 eff.) Life regen: +2.60 Maximum life: +67.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +9 Defense: +21 (+5 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 blight Changes stats: +1 Dex / +6 Con Changes resistances: +15% physical Changes resistances cap: +7% all Changes damage: +15% physical Physical save: +53 (+16 eff.) Life regen: +3.10 Stamina each turn: +1.20 Maximum life: +100.00 Mental crit. chance: +2% Healing mod.: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to disease Changes stats: +10 Dex / +6 Mag / +9 Cun / +9 Con Changes resistances penetration: +15% fire Changes damage: +8% temporal / +7% light / +3% blight / +21% fire / +7% physical / +7% darkness Talent mastery: +0.32 Chronomancy / Temporal Hounds Life regen: +1.40 Stamina each turn: +1.30 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Life regen: +0.80 Maximum life: +50.00 Healing mod.: +14% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +9 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +7 Str / +6 Con Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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 23% for 5 turns. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +6 Cun / +6 Mag Spellpower: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +6 Changes stats: +1 Str / +4 Con Changes resistances: +26% acid / +26% fire / +26% cold / +3% nature / +26% lightning Changes resistances penetration: +10% physical Changes damage: +8% all Stun/Freeze immunity: +44% Life regen: +2.40 Only die when reaching: -60.00 life Spellpower: +17 (+4 eff.) Mindpower: +17 (+5 eff.) Rings can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-12 eff.) Spell save: -30 (-9 eff.) Mental save: -30 (-14 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +20 Dex / +3 Mag / +9 Cun Changes resistances: +9% acid / +3% physical / +6% mind / +21% temporal Changes damage: +9% blight Pinning immunity: +10% Life regen: +1.80 Mana when firing critical spell: +2.00 Maximum life: +100.00 Spellpower: +8 (+2 eff.) Healing mod.: +30% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction * Slows global speed by 43% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 arcane Changes stats: +9 Dex Changes resistances: +18% temporal / +12% nature / +7% arcane Changes resistances penetration: +30% nature Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% darkness Grants telepathy: Dragon Demon/Major Demon/Minor All Silence immunity: +50% Mana each turn: +0.40 Light radius: +1 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% mind Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Spell save: +12 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +26 (+4 eff.) Defense: +20 (+5 eff.) Changes stats: +7 Mag / +4 Wil / +18 Cun / +4 Con Changes damage: +8% all Life regen: +0.60 Spellpower: +32 (+7 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 24 mind Changes stats: +10 Cun Changes resistances: +27% mind / +21% lightning Changes damage: +9% mind / +9% lightning Critical mult.: +25.00% Mental save: +9 (+3 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +6.00 Maximum hate: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +8 Mag / +17 Cun / +6 Con Changes resistances: +6% light / +6% mind Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +18% light / +9% mind Spell save: +20 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +30.00 Maximum hate: +15.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +26 (+4 eff.) Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +20 Str / +3 Mag / +19 Con Changes resistances: +30% darkness Changes resistances penetration: +20% arcane Changes damage: +15% darkness Critical mult.: +15.00% Spell save: +9 (+2 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +9 Str / +7 Mag / +7 Wil / +8 Con Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +17 (+6 eff.) Maximum stamina: +10.00 Spellpower: +15 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% blight / +32% cold / +9% arcane Changes resistances penetration: +10% arcane Changes damage: +16% cold Spell save: +15 (+4 eff.) Life regen: +3.70 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +176.00 Maximum mana: +40.00 Spell crit. chance: +7% Healing mod.: +53% Damage Shield penetration: +30% Rings can have magical properties. |
![]() Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Magic 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 102.43 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +18.0% Ammo reloads per turn: +6 Changes stats: +9 Mag Changes resistances penetration: +12% temporal / +15% physical Changes damage: +15% temporal / +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 192% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +28.5% Capacity: 19 On weapon hit: * 40% chance to daze at end of turn Travel speed: +400% Damage (Ranged): +12 lightning Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 157% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Turns elapse between self-loadings: 0 On weapon hit: * 56% chance to cause random gloom * 56% chance to disease * 56% chance to blind Damage (Ranged): +24 blight Burst (radius 1) on hit: +32 blight Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 203% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +14.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 30% chance to disease Travel speed: +200% Damage (Ranged): +29 blight Burst (radius 1) on hit: +12 temporal / +4 light / +4 nature Burst (radius 2) on crit: +4 light / +8 temporal Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 40% chance to disease * Slows global speed by 40% * 60% chance to cause random gloom * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to crush the target Damage (Ranged): +89 insidious poison / +45 darkness / +27 gravity / +20 nature Burst (radius 1) on hit: +4 blight / +8 temporal / +8 darkness Burst (radius 2) on crit: +12 darkness Damage against: +29% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 11 Armour, 16 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Armour: +38 Defense: +24 (+6 eff.) Fatigue: +26% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +5 Cun / +2 Str Changes resistances: +30% acid / +28% fire / +6% blight Changes resistances penetration: +10% temporal Changes damage: +6% arcane Mental save: +25 (+8 eff.) Life regen: +3.30 Maximum life: +71.00 Healing mod.: +46% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +32 (+7 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 32 mind Changes stats: +9 Dex / +12 Cun / +8 Lck Changes resistances: +12% mind Changes resistances penetration: +25% physical Changes damage: +12% fire / +9% physical Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +50 (+15 eff.) Maximum hate: +6.00 Infravision radius: +5 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +7 Dex / +6 Cun / +4 Con Changes resistances: +9% acid / +12% light / +16% cold / +10% fire / +3% nature / +10% lightning Spell save: +9 (+2 eff.) Maximum life: +67.00 Mental crit. chance: +15% See invisible: +6 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+4 eff.) Armour: +6 Defense: +23 (+6 eff.) Damage when hit (Melee): 12 temporal Changes stats: +12 Str / +12 Con Changes resistances: +9% cold / +15% fire Changes resistances penetration: +10% temporal Stealth bonus: +15 Physical save: +30 (+10 eff.) Mental save: +12 (+4 eff.) Poison immunity: +10% Cut immunity: +20% Confusion immunity: +10% Pinning immunity: +20% Size category: +2 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 28 power out of 50/50) : Effective talent level: 1.3 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +48 (+10 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +4 Str / +10 Dex / +8 Cun Changes resistances penetration: +20% temporal Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +18 Maximum life: +110.00 Maximum stamina: +56.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 45% chance to daze at end of turn * 30 arcane resource burn * Slows global speed by 45% Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +6% temporal / +24% light / +6% blight / +25% fire / +25% darkness Changes resistances penetration: +15% darkness / +15% lightning Changes damage: +23% darkness / +6% nature Talent mastery: +0.40 Technique / Combat training Stealth bonus: +33 Spell save: -23 (-7 eff.) Stamina each turn: +1.00 Mana each turn: -0.59 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -13% Changes stats: +3 Cun / +2 Wil Spell save: +9 (+2 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.50 Mana each turn: +0.08 Vim when firing critical spell: +4.00 Maximum life: +113.00 Spellpower: +4 (+1 eff.) Movement speed: +20% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +12 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +3 Dex Changes resistances penetration: +25% physical Changes damage: +12% physical Stamina each turn: +0.80 Infravision radius: +2 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +5 Dex Changes damage: +12% mind Mental save: +59 (+19 eff.) Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +50% Equilibrium when hit: +0.16 Maximum hate: +6.00 Maximum psi: +40.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +25 Changes stats: +6 Cun Mental save: +44 (+15 eff.) Life regen: +1.40 Stamina each turn: +2.20 Maximum stamina: +16.00 Maximum psi: +30.00 When used to modify unarmed attacks: Power: 107% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 59% chance to blind Burst (radius 2) on crit: +16 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 60% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 5 arcane Changes stats: +8 Mag / +8 Wil Changes resistances: +9% arcane Mental save: +12 (+4 eff.) Maximum life: +60.00 When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Mag, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +18 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Con Changes resistances: +13% nature Physical save: +15 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+4 eff.) Maximum life: +82.00 Healing mod.: +28% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind * 28% chance to disease Damage when hit (Melee): 9 physical Changes stats: +15 Str Changes resistances: +14% blight / +11% darkness / +9% light Changes resistances penetration: +10% blight / +5% arcane Spell save: +11 (+3 eff.) Mental save: +15 (+5 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.00 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. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +10% temporal / +14% darkness / +18% blight / +9% cold / +3% mind Physical save: +21 (+7 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +20% Stun/Freeze immunity: +25% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See stealth: +25 See invisible: +30 Defense after a teleport: +17 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 23 blight damage or heals 28 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% acid / +20% temporal / +15% darkness / +20% cold Changes damage: +15% light / +12% mind Damage affinity(heal): +5% light Mental save: +30 (+10 eff.) Psi when hit: +0.12 Maximum hate: +8.00 Light radius: +7 Defense after a teleport: +39 Resist all after a teleport: +38% New effects duration reduction after a teleport: +59% It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 61.92 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +8% blight / +9% darkness Changes resistances penetration: +10% all Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 26 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (122 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 428.63 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +15% darkness Changes resistances penetration: +25% physical Changes damage: +18% acid Damage affinity(heal): +15% darkness Critical mult.: +17.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Maximum psi: +30.00 Mental crit. chance: +8% Infravision radius: +7 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 659.88 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Dex / +3 Con Changes resistances: +18% cold Changes damage: +24% light Physical save: +50 (+15 eff.) Spell save: +58 (+15 eff.) Mental save: +58 (+19 eff.) Disease immunity: +15% Only die when reaching: -157.00 life Infravision radius: +4 See invisible: +9 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 117 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +15% mind / +12% light Changes damage: +9% temporal Disease immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 52), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 lightning Changes resistances: +3% darkness / +12% blight / +12% fire / +6% nature / +9% mind Maximum wards: +6 physical / +10 mind / +9 darkness Talents granted: +5 Telekinetic Blast +2 Ward Blindness immunity: +15% Only die when reaching: -40.00 life It can be used to teleport randomly (rad 66), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances penetration: +10% nature Changes damage: +3% lightning Talent granted: +1 Telekinetic Blast It can be used to teleport randomly (rad 64), putting all charms on cooldown for 22 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +18 Changes resistances: +3% blight / +12% lightning Maximum wards: +6 physical / +10 mind / +10 darkness Changes resistances penetration: +10% arcane / +5% mind Talent granted: +2 Ward Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Mental save: +20 (+7 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Str / +8 Mag / +6 Cun / +9 Con Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Nirnnai the Cornac Temporal Warden level 11
2nd Mirth 122nd year of Ascendancy at 22:19 see stats
By Nirnnai the Cornac Temporal Warden level 103
36th Pyre 123rd year of Ascendancy at 08:26 see stats
By Nirnnai the Cornac Temporal Warden level 43
65th Dusk 122nd year of Ascendancy at 05:56 see stats
By Nirnnai the Cornac Temporal Warden level 35
33rd Dusk 122nd year of Ascendancy at 15:27 see stats
By Nirnnai the Cornac Temporal Warden level 26
7th Dusk 122nd year of Ascendancy at 11:36 see stats
By Nirnnai the Cornac Temporal Warden level 24
2nd Dusk 122nd year of Ascendancy at 12:43 see stats
By Nirnnai the Cornac Temporal Warden level 40
55th Dusk 122nd year of Ascendancy at 22:45 see stats
By Nirnnai the Cornac Temporal Warden level 18
1st Flare 122nd year of Ascendancy at 00:49 see stats
By Nirnnai the Cornac Temporal Warden level 91
68th Regrowth 123rd year of Ascendancy at 15:48 see stats
By Nirnnai the Cornac Temporal Warden level 115
4th Flare 123rd year of Ascendancy at 17:39 see stats
By Nirnnai the Cornac Temporal Warden level 28
12nd Dusk 122nd year of Ascendancy at 07:26 see stats
By Nirnnai the Cornac Temporal Warden level 128
57th Dusk 123rd year of Ascendancy at 06:02 see stats
By Nirnnai the Cornac Temporal Warden level 36
37th Dusk 122nd year of Ascendancy at 08:51 see stats
By Nirnnai the Cornac Temporal Warden level 46
72nd Dusk 122nd year of Ascendancy at 23:13 see stats
By Nirnnai the Cornac Temporal Warden level 52
17th Haze 122nd year of Ascendancy at 22:06 see stats
By Nirnnai the Cornac Temporal Warden level 60
47th Haze 122nd year of Ascendancy at 18:53 see stats
By Nirnnai the Cornac Temporal Warden level 69
3rd Decay 122nd year of Ascendancy at 01:27 see stats
By Nirnnai the Cornac Temporal Warden level 76
12nd Regrowth 123rd year of Ascendancy at 01:05 see stats
By Nirnnai the Cornac Temporal Warden level 84
43rd Regrowth 123rd year of Ascendancy at 01:36 see stats
By Nirnnai the Cornac Temporal Warden level 10
1st Mirth 122nd year of Ascendancy at 16:51 see stats
By Nirnnai the Cornac Temporal Warden level 20
5th Flare 122nd year of Ascendancy at 11:26 see stats
By Nirnnai the Cornac Temporal Warden level 30
16th Dusk 122nd year of Ascendancy at 17:48 see stats
By Nirnnai the Cornac Temporal Warden level 40
52nd Dusk 122nd year of Ascendancy at 01:14 see stats
By Nirnnai the Cornac Temporal Warden level 50
6th Haze 122nd year of Ascendancy at 13:20 see stats
By Nirnnai the Cornac Temporal Warden level 91
68th Regrowth 123rd year of Ascendancy at 16:33 see stats
By Nirnnai the Cornac Temporal Warden level 110
67th Pyre 123rd year of Ascendancy at 13:36 see stats
By Nirnnai the Cornac Temporal Warden level 111
75th Pyre 123rd year of Ascendancy at 13:25 see stats
By Nirnnai the Cornac Temporal Warden level 31
21st Dusk 122nd year of Ascendancy at 06:41 see stats
By Nirnnai the Cornac Temporal Warden level 44
69th Dusk 122nd year of Ascendancy at 03:45 see stats
By Nirnnai the Cornac Temporal Warden level 36
39th Dusk 122nd year of Ascendancy at 03:03 see stats
By Nirnnai the Cornac Temporal Warden level 38
42nd Dusk 122nd year of Ascendancy at 07:15 see stats
By Nirnnai the Cornac Temporal Warden level 77
14th Regrowth 123rd year of Ascendancy at 00:25 see stats
By Nirnnai the Cornac Temporal Warden level 24
3rd Dusk 122nd year of Ascendancy at 02:28 see stats
By Nirnnai the Cornac Temporal Warden level 16
10th Mirth 122nd year of Ascendancy at 04:40 see stats
By Nirnnai the Cornac Temporal Warden level 106
47th Pyre 123rd year of Ascendancy at 15:51 see stats
Log
There is a way to the next level here (press '' or right click to use).
Nirnnai is out of phase.
Nirnnai emerges from a space-time rift!
You gain 25.00 gold from the transmogrification of steel plate armour 'Sewerswift' (4 def, 9 armour).
You gain 25.00 gold from the transmogrification of Blackoblivion (156% power, 6 apr).
You gain 25.00 gold from the transmogrification of Xanynor the steel greatsword (129% power, 2 apr).
You gain 1.77 gold from the transmogrification of rogue's copper ring of time (+12%).
New Achievement: Infinite x200 (Insane (Roguelike) difficulty)!
Quest 'Infinite Dungeon Challenge: Mirror Match (Level 199)' is failed! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Nirnnai is moving less freely.
Nirnnai deactivates Contingency.
Nirnnai deactivates Weapon Folding.
Nirnnai deactivates Yarrrr!!.
Nirnnai is no longer out of phase.
Nirnnai deactivates Temporal Hounds.
The shield around Nirnnai crumbles.
Temporal hound stops regenerating health quickly.
Temporal hound is no longer out of phase.
Temporal hound is free from the hex.
Temporal hound slows down.
Temporal hound slows down.
Temporal hound is no longer out of phase.
Temporal hound stops regenerating health quickly.
Temporal hound stops bleeding.
Temporal hound slows down.
Temporal hound stops regenerating health quickly.
Temporal hound is not dazed anymore.
Temporal hound is free from the hex.
Temporal hound is no longer out of phase.