
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! 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:
Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Burning Coal |
| Class | Gladiator |
| Level / Exp | 88 / 57% |
| Size | big |
| Lifes / Deaths | Killed by snow giant thunderer at level 15 on the 75th Pyre 122nd year of Ascendancy at 18:10 / 11Killed by Godama the multi-hued crystal at level 22 on the 76th Pyre 122nd year of Ascendancy at 20:46 Killed by Neremira the large brown snake at level 29 on the 78th Pyre 122nd year of Ascendancy at 20:28 Killed by Neremira the large brown snake at level 29 on the 78th Pyre 122nd year of Ascendancy at 22:01 Killed by orc corruptor at level 30 on the 79th Pyre 122nd year of Ascendancy at 05:46 Killed by orc corruptor at level 30 on the 79th Pyre 122nd year of Ascendancy at 06:15 Killed by Eilinivea the ghoul at level 40 on the 1st Mirth 122nd year of Ascendancy at 12:20 Killed by Eilinivea the ghoul at level 40 on the 1st Mirth 122nd year of Ascendancy at 14:25 Killed by Eilinivea the ghoul at level 40 on the 1st Mirth 122nd year of Ascendancy at 16:08 Killed by Eilinivea the ghoul at level 40 on the 1st Mirth 122nd year of Ascendancy at 17:37 Killed by Eilinivea the ghoul at level 40 on the 1st Mirth 122nd year of Ascendancy at 19:30 |
Primary Stats
| Strength | 220 (base 98) |
| Dexterity | 143 (base 98) |
| Constitution | 166 (base 98) |
| Magic | 88 (base 15) |
| Willpower | 171 (base 98) |
| Cunning | 139 (base 55) |
Resources
| Life | 6937/6937 |
| Stamina | 1084/1084 |
| Healing Factor | 1.7964285714285 |
| Regeneration | 721.67683440126 |
Speed
| Mental | +19.428122666764% |
| Attack | 0% |
| Movement | +42% |
| Spell | 0% |
| Global | +460.67801104972% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 23 |
| See Stealth | 131.57519673365 |
| See Invisible | 129.57519673365 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 393 |
| Accuracy | 112 |
| Crit Chance | 140% |
| APR | 19 |
| Speed | 0.84 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 195.74669249425 (100%) |
| Defense | 101 |
| Ranged Defense | 106 |
| Fatigue | 0 |
| Physical Save | 110 |
| Spell Save | 74 |
| Mental Save | 99 |
Defense: Resistances
| All | + 29%( 76%) |
Defense: Immunities
| Silence Resistance | 5% |
| Disarm Resistance | 100% |
| Knockback Resistance | 68% |
| Confusion Resistance | 30% |
| Stun Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 45 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 500 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 567 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Expertise / Combat | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Expertise / Swords | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Expertise / Maces | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Arms Handling | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Expertise / Axes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 8/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 8/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Generic Talents
| Human / Burning coal | 1.70 |
| Technique / Combat training | 1.50 |
| 8/5 |
| 8/5 |
| 0/5 |
| 8/5 |
| 8/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Technique / Conditioning | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Dexterous Strikes |
| talent | Frenzy |
| talent | Combat Instinct |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 68% of the way to your next Rank. You have killed: 24 Uniques 9 Bosses 11 Elite Bosses 11 Veterans 11 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You don't really need to do this, but why not? There are potential clues in lots of places, these are good ones to start with, all of them easy! Looking for easy cluesTrollmire is a forest near the halfling town of Derth, it has lots of troublesome trolls that bother the halflings. * You must explore the Trollmire and find out what lurks there! Kor'Pul are some ruins also near Derth, there are rumours there are some evil creature inside. * You must explore the ruins of Kor'Pul and find out what lurks there! You have heard that within the scintillating caves on the Shaloren lands lie strange crystals imbued with Spellblaze energies. * You must explore the scintillating caves. There are also rumours of a renegade Shaloren camp to the west of their capital. * You must explore the renegade Shaloren camp. The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. * You must explore Norgos' Lair. On the western border of the Thaloren forest a gloomy aura has been set up. Things inside are... twisted. * You must explore the Heart of the Gloom. | active |
Explore the Embers of Creation caves, and find what you are looking for, whatever it is. The Burning Coals of Creation* You entered the cave, and now feel your chest burning, you need to find out why. * You killed an alchemist that was also exploring the place and attacked you. * You encountered the lingering remnants of some god power, in the form of an aura. * You a knife soaked with dried blood, you wonder if the knife is actually real, since you doubt someone can actually stab the powerful creature that was the source of the blood. * You left the Embers of Creation before you could learn all that you could. | failed |
Equipment
| On feet | Morningstreaker the pair of drakeskin leather boots (0 def, 5 armour) Morningstreaker the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: -15% Effects on melee hit: * 36% chance to blind Damage when hit (Melee): 8 light Changes stats: +7 Dex / +7 Wil / +6 Con / +15 Lck Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +10% darkness / +24% physical Changes damage: +9% mind Stealth bonus: +11 Stamina each turn: +1.50 Hate when firing a critical mind attack: +1.00 Maximum life: +115.00 Maximum hate: +4.00 Mindpower: +19 (+4 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 55 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Magical Obsidian Magical ObsidianPowered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +15% cold / +20% fire / +15% light / +15% darkness Changes resistances cap: +5% cold / +10% fire / +5% light / +5% darkness Trap disarming bonus: +10 Blindness immunity: +30% Confusion immunity: +30% Light radius: +3 Infravision radius: +5 See stealth: +5 See invisible: +5 Healing mod.: +10% A magical obsidian rock, it looks black as expected from an obsidian, but lights up the path like if it was molten lava, yet it is cold to the touch. |
| On head | Kindlewalker the voratun helm (19 def, 14 armour) Kindlewalker the voratun helm (19 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +18 (+3 eff.) Armour: +14 Defense: +19 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind Changes stats: +11 Str / +7 Wil / +11 Cun / +11 Con Changes resistances: +15% physical / +20% cold / +7% all Changes resistances penetration: +5% fire Changes damage: +6% mind / +6% fire Grants telepathy: Dragon Allows you to breathe in: water Physical save: +29 (+5 eff.) Mental save: +6 (+1 eff.) Stamina when hit: +2.50 Equilibrium when hit: +2.82 Maximum psi: +10.00 Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Belonn the Blindbreeze (0 def, 3 armour) Belonn the Blindbreeze (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 9 lightning / 10 acid / 60 darkness / 40 mind / 15 blight / 8 cold / 19 arcane / 9 fire Damage when hit (Melee): 12 mind Changes stats: +5 Str / +5 Dex / +15 Mag / +15 Wil / +9 Cun Changes resistances: +10% blight / +28% darkness / +8% arcane / +9% light Changes resistances penetration: +10% mind Changes damage: +8% blight / +11% darkness / +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +25 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +2 (+1 eff.) Disarm immunity: +44% Life regen: +6.00 Stamina each turn: +1.10 Mana each turn: +0.08 Psi each turn: +0.40 Vim when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Infravision radius: +4 It can be used to activate talent Ruined Earth, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Duathelbreeze' (dig speed 2 turns) voratun pickaxe 'Duathelbreeze' (dig speed 2 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Cun Changes resistances: +15% acid / +7% physical / +9% darkness / +9% fire Changes damage: +15% fire / +13% mind / +12% darkness Grants telepathy: Humanoid/Orc Mental save: +14 (+3 eff.) Maximum hate: +2.00 Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vipersin the stralite ring Vipersin the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +19 (+3 eff.) Armour: +20 Defense: +19 (+3 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 24% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 42 light Changes stats: +33 Str / +6 Mag / +7 Cun / +16 Con Changes resistances: +36% darkness Changes damage: +18% darkness / +6% physical Spell save: +3 (+1 eff.) Only die when reaching: -20.00 life Spellpower: +15 (+4 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 19 cooldown : Effective talent level: 5.2 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
| On fingers | Elenudokor the Glintswift Elenudokor the GlintswiftPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+5 eff.) Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 12 blight / 12 light Changes stats: +18 Dex / +20 Mag / +29 Cun Changes resistances: +3% blight / +3% temporal Changes resistances penetration: +5% light / +5% blight Changes damage: +3% light Blindness immunity: +40% Stun/Freeze immunity: +42% Life regen: +4.00 Spellpower: +39 (+9 eff.) Infravision radius: +6 See stealth: +20 See invisible: +18 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around neck | voratun amulet 'Gendil' voratun amulet 'Gendil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +16 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +8 Str / +10 Dex / +7 Mag / +13 Wil Changes resistances: +3% physical Changes resistances cap: +6% all Changes resistances penetration: +10% physical Changes damage: +12% blight / +11% fire Critical mult.: +14.00% Physical save: +27 (+5 eff.) Mental save: +30 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Spellpower: +15 (+4 eff.) Amulets can have magical properties. |
| In main hand | voratun longsword 'Ivawyn' (57.5-80.5 power, 6 apr) voratun longsword 'Ivawyn' (57.5-80.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage (Melee): +17 light / +12 mind Burst (radius 2) on crit: +8 mind Damage against: +27% Undead When wielded/worn: Physical power: +45 (+7 eff.) Changes stats: +3 Wil / +20 Con Changes resistances: +3% temporal Changes resistances penetration: +14% acid / +39% physical / +10% arcane Disarm immunity: +88% Life regen: +2.50 Maximum hate: +4.00 Maximum psi: +30.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
| Around waist | Barylin the Unlightwrest Barylin the UnlightwrestPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +13 (+2 eff.) Fatigue: -9% Changes stats: +5 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +9% light / +9% darkness / +15% fire / +9% mind / +13% cold Changes resistances penetration: +18% physical / +15% darkness / +5% mind Changes damage: +9% mind / +25% physical Maximum encumbrance: +58 Physical save: +13 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +14% A belt that goes around your waist. |
| In off hand | Eilinidathra the Infernorock (47 def, 13 armour, 62-74.4 power, 198 block) Eilinidathra the Infernorock (47 def, 13 armour, 62-74.4 power, 198 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.0 - 74.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 Damage (Melee): +16 acid / +8 fire / +20 light Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +24 light / +40 darkness When wielded/worn: Armour: +13 Defense: +47 (+7 eff.) Ranged Defense: +21 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 32% chance to blind * 15% chance to corrode armour by 30% Changes stats: +5 Mag / +11 Con Changes resistances: +19% acid / +6% fire / +53% light / +29% darkness Talent granted: +5 Block Deflect projectiles away: +34% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
| Cloak | Eriroddabar (8 def, 0 armour) Eriroddabar (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +1% physical / +13% light / +15% fire / +6% blight / +3% cold / +5% arcane / +6% nature Stealth bonus: +8 Physical save: +17 (+3 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +10% Silence immunity: +5% Pinning immunity: +15% Only die when reaching: -50.00 life Maximum life: +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Stormwreck (39 def, 47 armour) Stormwreck (39 def, 47 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +47 Defense: +39 (+6 eff.) Fatigue: +26% Effects on melee hit: * 34% chance to blind Changes stats: +9 Str / +14 Mag / +22 Wil / +20 Cun Changes resistances: +30% acid / +10% physical / +27% cold / +30% fire / +19% lightning Changes damage: +6% lightning Allows you to breathe in: water Physical save: +25 (+4 eff.) Mental save: +73 (+13 eff.) Mana when firing critical spell: +1.00 Maximum mana: +80.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +13% Mindpower: +21 (+5 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the duelist (heal 416) healing infusion of the duelist (heal 416)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 416 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 450 over 5 turns) regeneration infusion (heal 450 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 450 life over 5 turns. 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. |
regeneration infusion (heal 276 over 5 turns) regeneration infusion (heal 276 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. 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. |
regeneration infusion (heal 375 over 5 turns) regeneration infusion (heal 375 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 41%; cure magical, mental) wild infusion of the titan (resist 41%; cure magical, mental)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: 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 magical or mental effect and reduce all damage taken by 41% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 47%; cure mental) wild infusion of the warrior (resist 47%; cure mental)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: 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 effect and reduce all damage taken by 47% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (630% speed; 6 turns) movement infusion (630% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
savage's copper ring of perseverance savage's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Stun/Freeze immunity: +26% Life regen: +1.20 Maximum stamina: +14.00 Rings can have magical properties. |
Thunderravager the steel ring Thunderravager the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +8 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Str / +6 Wil / +13 Cun Changes resistances: +9% blight / +22% nature / +3% lightning Changes resistances penetration: +15% lightning Changes damage: +5% all Mental save: +7 (+2 eff.) Poison immunity: +14% Disease immunity: +18% Confusion immunity: +26% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +11 (+3 eff.) Mindpower: +19 (+4 eff.) Light radius: +3 Movement speed: +16% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
iron battleaxe (12-18 power, 1 apr) iron battleaxe (12-18 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
warbringer's voratun greatsword (62.5-100 power, 4 apr) warbringer's voratun greatsword (62.5-100 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +9% physical Disarm immunity: +14% Massive two-handed swords. |
warbringer's voratun greatsword of ruin (64-102.4 power, 4 apr) warbringer's voratun greatsword of ruin (64-102.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +21.0% Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Critical mult.: +23.00% Disarm immunity: +36% Massive two-handed swords. |
iron longsword 'Galesear' (11.5-16.1 power, 2 apr) iron longsword 'Galesear' (11.5-16.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 lightning When wielded/worn: Physical crit. chance: +7.0% Fatigue: -4% Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +20% lightning Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 16.00% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Sharp, long, and deadly. |
steel longsword 'Blazestun' (21-29.4 power, 3 apr) steel longsword 'Blazestun' (21-29.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 insidious poison / +5 light Burst (radius 2) on crit: +4 light Damage against: +5% Undead When wielded/worn: Changes resistances penetration: +10% light Mana when firing critical spell: +1.00 Light radius: +2 Sharp, long, and deadly. |
acidic dwarven-steel longsword of paradox (20.5-28.7 power, 4 apr) acidic dwarven-steel longsword of paradox (20.5-28.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +7 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +10% temporal Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of projection (24.5-34.3 power, 4 apr) plaguebringer's dwarven-steel longsword of projection (24.5-34.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +13 blight When wielded/worn: Disease immunity: +18% Sharp, long, and deadly. |
Lisith the Shinetrencher (46-64.4 power, 6 apr) Lisith the Shinetrencher (46-64.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing * splashes the target with acid Damage (Melee): +18 acid When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Cun / +7 Str Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +6% acid / +11% physical / +6% light Disarm immunity: +41% Stamina when hit: +2.40 Mental crit. chance: +4% Light radius: +3 Blunt and deadly. |
voratun mace 'Dagorion' (45.5-63.7 power, 6 apr) voratun mace 'Dagorion' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Damage (Melee): +50 insidious poison / +16 temporal When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane / 17 temporal Changes resistances: +6% cold / +18% temporal / +4% physical Changes resistances penetration: +13% mind / +12% darkness Spell save: +6 (+2 eff.) Blindness immunity: +10% Disarm immunity: +5% Pinning immunity: +5% Blunt and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Emelulaith the Sparkglory (14/14, 14.5-20.3 power, 5 apr) Emelulaith the Sparkglory (14/14, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 On weapon hit: * 43% chance to daze at end of turn * 10% chance to knock the target back Damage (Ranged): +33 physical Burst (radius 1) on hit: +40 lightning Arrows are used with bows to pierce your foes to death. |
impervious iron shield of crushing (4 def, 7 armour, 15-18 power, 58.5 block) impervious iron shield of crushing (4 def, 7 armour, 15-18 power, 58.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +58 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +7 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
iron shield (4 def, 2 armour, 8.5-10.2 power, 20 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 20 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 10.5-12.6 power, 20.5 block) iron shield (4 def, 2 armour, 10.5-12.6 power, 20.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
stralite shield 'Salaba' (10 def, 12 armour, 46.5-55.8 power, 227 block) stralite shield 'Salaba' (10 def, 12 armour, 46.5-55.8 power, 227 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +227 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease When wielded/worn: Armour: +12 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 8 arcane Changes stats: +5 Con Changes resistances: +12% temporal / +5% arcane / +47% fire Changes resistances penetration: +10% arcane Talent granted: +4 Block Physical save: +9 (+2 eff.) Handheld deflection devices. |
Isirin the voratun shield (12 def, 27 armour, 80-96 power, 440 block) Isirin the voratun shield (12 def, 27 armour, 80-96 power, 440 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +440 On weapon crit: * smash the target with your shield crippling them Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +27 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +14 Con Changes resistances: +30% lightning / +3% physical / +19% light / +28% cold / +28% acid / +18% darkness Talent granted: +5 Block Physical save: +65 (+11 eff.) Cut immunity: +15% Silence immunity: +10% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
voratun shield of crushing (12 def, 3 armour, 71.5-85.8 power, 208.5 block) voratun shield of crushing (12 def, 3 armour, 71.5-85.8 power, 208.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +208 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
iron mail armour 'Ragusagar' (2 def, 4 armour) iron mail armour 'Ragusagar' (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Cun Changes resistances: +15% cold Critical mult.: +5.00% Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of mail. |
impenetrable stralite mail armour of clarity (4 def, 21 armour) impenetrable stralite mail armour of clarity (4 def, 21 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+0 eff.) Fatigue: +16% Changes resistances: +7% mind Mental save: +17 (+3 eff.) A suit of armour made of mail. |
spiked iron plate armour of lightning resistance (3 def, 7 armour) spiked iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of metal plates. |
Glimmerbone the dwarven-steel plate armour (5 def, 18 armour) Glimmerbone the dwarven-steel plate armour (5 def, 18 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+2 eff.) Armour: +18 Defense: +5 (+0 eff.) Fatigue: +17% Damage when hit (Melee): 12 mind Changes stats: +6 Str / +5 Mag / +8 Wil Changes resistances: +13% lightning / +19% fire / +15% light / +20% acid Changes resistances penetration: +10% mind Changes damage: +3% light / +18% mind Physical save: +9 (+2 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +7% Mindpower: +12 (+3 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
Kykan the stralite plate armour (26 def, 19 armour) Kykan the stralite plate armour (26 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +26 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 12 acid / 16 fire Damage when hit (Melee): 9 acid / 12 fire Changes stats: +4 Cun Changes resistances: +18% acid / +9% physical / +3% blight / +18% fire / +14% arcane Changes damage: +3% mind Physical save: +18 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +17 (+3 eff.) Teleport immunity: +10% Mindpower: +2 (+1 eff.) 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. |
Glorywen (9 def, 16 armour) Glorywen (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Changes stats: +14 Str / +3 Mag / +11 Wil / +8 Cun / +7 Con Changes resistances: +13% physical / +30% cold / +7% arcane / +17% darkness Changes damage: +6% arcane Critical mult.: +5.00% Spell save: +49 (+11 eff.) Mental save: +21 (+4 eff.) Life regen: +3.20 Mana each turn: +0.12 Vim when firing critical spell: +2.00 Maximum life: +165.00 Spellpower: +4 (+1 eff.) Light radius: +2 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Sparkvein' (39 def, 31 armour) voratun plate armour 'Sparkvein' (39 def, 31 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +39 (+6 eff.) Fatigue: +26% Damage (Melee): 21 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire / 8 temporal / 21 lightning Changes stats: +12 Cun Changes resistances: +89% acid / +29% fire / +10% arcane / +3% blight Changes resistances penetration: +15% blight Changes damage: +9% lightning / +3% temporal Spell save: +22 (+6 eff.) Mental save: +47 (+8 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+1 eff.) Stealth bonus: +6 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
reinforced rough leather belt of valiance reinforced rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes stats: +2 Wil Physical save: +13 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +48.00 A belt that goes around your waist. |
rough leather belt 'Chikor' rough leather belt 'Chikor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 32% Changes stats: +9 Str Changes resistances: +9% lightning / +12% temporal / +6% darkness Reduced damage from: +21% Summoned Reduces incoming crit damage: 15.00% See invisible: +12 A belt that goes around your waist. |
rough leather belt 'Eilinida' rough leather belt 'Eilinida'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances penetration: +25% mind / +8% physical Changes damage: +12% acid / +9% physical Grants telepathy: Dragon Spell save: +38 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Giladas (9 def, 1 armour) Giladas (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +3% mind Mana each turn: +0.08 It can be used to activate talent Rush, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Elulrama the pair of iron boots (26 def, 3 armour) Elulrama the pair of iron boots (26 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +26 (+4 eff.) Fatigue: +2% Changes stats: +3 Wil Changes resistances: +6% fire / +7% cold Changes damage: +6% arcane Physical save: +7 (+1 eff.) Spell save: +12 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +2.30 Stamina each turn: +0.50 Mana each turn: +0.32 Mana when firing critical spell: +4.00 Vim when firing critical spell: +3.00 Maximum stamina: +15.00 Spellpower: +6 (+2 eff.) Healing mod.: +14% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour) corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +4% acid Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Nimbuspeal' (0 def, 1 armour) iron gauntlets 'Nimbuspeal' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Effects on melee hit: * 32% chance to daze at end of turn Changes resistances: +15% lightning Changes resistances penetration: +25% lightning Changes damage: +30% mind Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +26% Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm of strength (+2) (0 def, 3 armour) grounding iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Eremunaribers the Lightningpiety (6 def, 11 armour) Eremunaribers the Lightningpiety (6 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +11 Defense: +6 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning / 7 physical Changes stats: +4 Str / +4 Dex / +4 Wil / +8 Cun Changes resistances: +6% mind / +4% all Changes resistances penetration: +20% lightning / +5% mind Changes damage: +6% lightning / +3% mind Physical save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2289.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
351 alchemist agate 351 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Pitchmortal' dwarven lantern 'Pitchmortal'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +11 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +9 Cun / +3 Str Changes resistances: +9% fire Changes resistances penetration: +10% darkness Changes damage: +6% acid / +9% darkness Physical save: +31 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +33 (+6 eff.) Only die when reaching: -40.00 life Light radius: -1 Infravision radius: +6 See stealth: +20 See invisible: +16 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (195 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (4/4) Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 93 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Velyyavena [power 41] (10 cooldown) Velyyavena [power 41] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% darkness Talents cooldown: Rushing Claws (-2 turns) Lay Web (-3 turns) Talents granted: +7 Rushing Claws +9 Lay Web Reduces incoming crit damage: 10.00% Spell save: +20 (+5 eff.) Blindness immunity: +15% Disarm immunity: +25% Pinning immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Crystalized God Essence Crystalized God EssencePowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: corpse / essence It can be used to press against the chest. This is some god lingering aura concentrated in one spot, it became some sort of crystal. The object emits some kind of mental pulse that invites to press it against the heart. |
Achievements
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Casual Weeb the Burning Coal Gladiator level 48
3rd Mirth 122nd year of Ascendancy at 06:38 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Casual Weeb the Burning Coal Gladiator level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Casual Weeb the Burning Coal Gladiator level 20
76th Pyre 122nd year of Ascendancy at 12:06 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Casual Weeb the Burning Coal Gladiator level 30
79th Pyre 122nd year of Ascendancy at 05:39 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Casual Weeb the Burning Coal Gladiator level 40
1st Mirth 122nd year of Ascendancy at 12:19 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Casual Weeb the Burning Coal Gladiator level 50
3rd Mirth 122nd year of Ascendancy at 12:08 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Casual Weeb the Burning Coal Gladiator level 47
3rd Mirth 122nd year of Ascendancy at 06:33 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Casual Weeb the Burning Coal Gladiator level 32
1st Mirth 122nd year of Ascendancy at 06:18 see stats
The bigger the better! (Exploration mode) (Uniques)
Did over 3000 damage in one attack.By Casual Weeb the Burning Coal Gladiator level 54
4th Mirth 122nd year of Ascendancy at 02:52 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Casual Weeb the Burning Coal Gladiator level 73
6th Mirth 122nd year of Ascendancy at 02:29 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Casual Weeb the Burning Coal Gladiator level 52
3rd Mirth 122nd year of Ascendancy at 20:53 see stats
Log
You notice a trap (giant boulder trap)!
There is a next level here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
--------------------------------
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You notice a trap (spore colony)!
There is a next level here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
--------------------------------
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
--------------------------------
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Quest 'The Burning Coals of Creation' is failed! (Press 'j' to see the quest log)
Accepted quest 'Looking for easy clues'! (Press 'j' to see the quest log)
Casual Weeb deactivates Dexterous Strikes.
Casual Weeb deactivates Frenzy.
Casual Weeb deactivates Shield Wall.
Casual Weeb deactivates Combat Instinct.
Casual Weeb deactivates Daunting Presence.
