
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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. 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: 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:
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:
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: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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. Inferno Race Pack 1.4.0Adds a collection of my races. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Hellforged |
| Class | Spellsword |
| Level / Exp | 77 / 13% |
| Size | big |
| Lifes / Deaths | Killed by Gloromira the halfling gardener at level 16 on the 3rd Mirth 122nd year of Ascendancy at 05:08 / 15Killed by Gloromira the halfling gardener at level 16 on the 3rd Mirth 122nd year of Ascendancy at 05:20 Killed by Thomadar the thalore at level 19 on the 11st Dusk 122nd year of Ascendancy at 23:52 Killed by Thomadar the thalore at level 19 on the 12nd Dusk 122nd year of Ascendancy at 01:00 Killed by Linei the human at level 20 on the 12nd Dusk 122nd year of Ascendancy at 02:47 Killed by Linei the human at level 20 on the 12nd Dusk 122nd year of Ascendancy at 03:46 Killed by Otanila the thalore at level 20 on the 14th Dusk 122nd year of Ascendancy at 11:41 Killed by Dannico the human at level 42 on the 30th Dusk 122nd year of Ascendancy at 00:37 Killed by Dannico the human at level 42 on the 30th Dusk 122nd year of Ascendancy at 01:31 Killed by Cara the thalore at level 42 on the 30th Dusk 122nd year of Ascendancy at 02:29 Killed by Dannico the human at level 42 on the 30th Dusk 122nd year of Ascendancy at 03:28 Killed by Brokeli the halfling at level 43 on the 30th Dusk 122nd year of Ascendancy at 04:38 Killed by Emelimina the giant red ant at level 47 on the 30th Dusk 122nd year of Ascendancy at 19:26 Killed by Belyretta the giant fire ant at level 49 on the 31st Dusk 122nd year of Ascendancy at 00:55 Killed by Xedhelle the ink squid at level 77 on the 36th Dusk 122nd year of Ascendancy at 02:11 |
Primary Stats
| Strength | 186 (base 87) |
| Dexterity | 93 (base 63) |
| Constitution | 76 (base 10) |
| Magic | 87 (base 63) |
| Willpower | 58 (base 23) |
| Cunning | 59 (base 10) |
Resources
| Mana | 912/912 |
| Vim | 404/404 |
| Life | 2531/2531 |
| Positive | 278/278 |
| Stamina | 560/560 |
| Healing Factor | 1.7024390243902 |
| Regeneration | 17.620243902439 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 45.950952349591 |
| See Invisible | 54.950952349591 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 339 |
| Accuracy | 83 |
| Crit Chance | 50% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 95.54709990778 (100%) |
| Defense | 63 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 83 |
| Spell Save | 63 |
| Mental Save | 64 |
Defense: Resistances
| All | 0%( 85%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Silence Resistance | 34% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Disarm Resistance | 85% |
| Pinning Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 48.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 329 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Lifetide | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Blazebrand | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 1/5 |
| Spell / Windcutter | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Corruption / Doom covenant | 0.80 |
| 6/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Spell / Stoneshield | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Black-magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 7/5 |
| 0/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Technique / Martial mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Arcane veteran | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Hellforged | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Cyrotta the red crystal. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 58% of the way to your next Rank. You have killed: 47 Uniques 18 Bosses 2 Elite Bosses 2 Veterans 2 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Cobrawild the pair of dwarven-steel boots (0 def, 4 armour) Cobrawild the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +7% cold / +10% fire / +3% temporal Changes resistances penetration: +10% nature Changes damage: +6% temporal Silence immunity: +29% Confusion immunity: +20% Stun/Freeze immunity: +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Nodin the Balancerune Nodin the BalancerunePowered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +6% darkness / +3% nature Changes damage: +6% light Damage affinity(heal): +5% light Critical mult.: +5.00% Physical save: +6 (+1 eff.) Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +4 Healing mod.: +13% It can be used to activate talent Sun Flare, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 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 70.90 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
| On head | Uryfast the voratun helm (11 def, 5 armour) Uryfast the voratun helm (11 def, 5 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: +12 (+2 eff.) Physical power: +16 (+2 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +7 Wil / +8 Cun / +3 Con Changes resistances: +16% physical / +30% light / +18% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +14 (+3 eff.) Spell save: +10 (+2 eff.) Silence immunity: +5% Knockback immunity: +15% Stamina when hit: +2.60 Equilibrium when hit: +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zubogabretha the Cystbore (dig speed 5 turns) Zubogabretha the Cystbore (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +16 Physical power: +14 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Str / +3 Dex / +1 Mag / +2 Wil Changes resistances: +3% acid / +7% fire / +8% darkness / +25% nature Changes damage: +8% nature Critical mult.: +15.00% Maximum mana: +20.00 Spell crit. chance: +2% Movement speed: +10% Damage Shield penetration: +20% 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 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cyronne the Blazebrawn Cyronne the BlazebrawnInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 4 fire Changes stats: +10 Cun / +6 Wil Changes resistances: +6% lightning / +43% fire Changes damage: +6% lightning / +14% fire / +6% all Life regen: +0.70 Maximum life: +56.00 Spellpower: +7 (+1 eff.) Mindpower: +17 (+5 eff.) Healing mod.: +17% Rings can have magical properties. |
| On fingers | stralite ring 'Venomnail' stralite ring 'Venomnail'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 8 nature Changes stats: +7 Str / +13 Con Changes resistances: +26% acid / +23% fire / +18% cold / +3% nature / +31% lightning Changes damage: +3% nature Maximum encumbrance: +31 Spell save: +18 (+4 eff.) Stun/Freeze immunity: +38% Life regen: +2.00 Maximum stamina: +27.00 Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Glorarin' drakeskin leather belt 'Glorarin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +22 Defense: +13 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Dex / +6 Cun / +10 Con / +10 Lck Changes resistances: +6% light / +6% nature Critical mult.: +30.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +63 (+12 eff.) Mental save: +30 (+8 eff.) Blindness immunity: +10% Stun/Freeze immunity: +5% Psi when hit: +0.08 Mindpower: +43 (+11 eff.) Infravision radius: +6 A belt that goes around your waist. |
| In main hand | Zukalthorion the voratun greatsword (60.5-96.8 power, 4 apr) Zukalthorion the voratun greatsword (60.5-96.8 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 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% On weapon hit: * 34% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing Damage (Melee): +19 nature / +28 temporal When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +13.0% Physical power: +17 (+2 eff.) Defense: +17 (+4 eff.) Fatigue: -6% Changes stats: +6 Str / +5 Dex / +10 Mag / +6 Wil / +3 Cun / +6 Con Changes resistances penetration: +17% lightning Grants telepathy: Dragon Disarm immunity: +48% See invisible: +9 Massive two-handed swords. |
| On hands | Samydurig (0 def, 12 armour) Samydurig (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +12 Armour Hardiness: +14% Damage (Melee): 10 blight / 13 temporal Damage (Ranged): 20 temporal Changes stats: +3 Str / +4 Mag / +5 Cun / +12 Con Changes resistances: +12% physical / +9% light / +9% blight / +13% temporal / +10% darkness Changes resistances penetration: +15% blight Changes damage: +22% blight / +10% temporal Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.08 Maximum mana: +20.00 Maximum stamina: +34.00 Spell crit. chance: +3% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 94.21 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xanolaith (17 def, 18 armour) Xanolaith (17 def, 18 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +17 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +17% acid / +2% physical Physical save: +6 (+1 eff.) Spell save: +30 (+7 eff.) Mental save: +22 (+6 eff.) Poison immunity: +5% Disease immunity: +5% Life regen: +3.40 Stamina each turn: +1.00 A suit of armour made of metal plates. |
| Cloak | Noongasher (13 def, 8 armour) Noongasher (13 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +53 (+10 eff.) Armour: +8 Defense: +13 (+3 eff.) Fatigue: -16% Damage when hit (Melee): 8 light Changes stats: +6 Str / +3 Dex / +5 Wil / +8 Cun / +7 Con Changes resistances: +6% cold / +16% temporal / +17% darkness / +2% physical Changes damage: +9% temporal Physical save: +22 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +37 (+10 eff.) Blindness immunity: +15% Confusion immunity: +15% Maximum life: +211.00 Maximum stamina: +51.00 Mental crit. chance: +7% Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Urthoromiblek' stralite amulet 'Urthoromiblek'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +6 Defense: +9 (+2 eff.) Changes stats: +3 Str / +6 Dex / +8 Con / +14 Lck Changes resistances: +15% darkness Talent masteries: +0.30 Spell / Air +0.30 Celestial / Light Physical save: +10 (+2 eff.) Disease immunity: +5% Disarm immunity: +20% Teleport immunity: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 711 over 5 turns) regeneration infusion of the warrior (heal 711 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 711 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 386 over 5 turns) regeneration infusion of the wizard (heal 386 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 9; power 29; dur 4) phase door rune of the psychic (range 9; power 29; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 9; power 28; dur 3) phase door rune of the sneak (range 9; power 28; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 33; dur 4) phase door rune of the titan (range 11; power 33; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 18; power 55; dur 4) phase door rune of the warrior (range 18; power 55; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 (+2 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... |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
restful copper amulet of magic (+2) restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.30 Amulets can have magical properties. |
copper ring 'Gutha' copper ring 'Gutha'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +22% light / +6% temporal Changes resistances penetration: +15% arcane / +10% temporal Changes damage: +6% temporal / +11% light / +6% arcane Silence immunity: +25% Mana each turn: +0.12 Spellpower: +7 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
savior's copper ring of sensing savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.58 cold and 16.58 physical damage (based on Willpower) each turn and knocking opponents back, costing 55 power out of 60/60. This azure ring seems to be always moist to the touch. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 178.41 physical damage to all targets in line, and inflicting bleeding for another 89.20 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 42 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Boltstar (15.5-23.25 power, 1 apr) Boltstar (15.5-23.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 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% On weapon hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing Damage (Melee): +26 lightning Burst (radius 1) on hit: +4 lightning / +4 acid When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes damage: +3% acid / +3% lightning Massive two-handed battleaxes. |
voratun battleaxe 'Strikeslicer' (56.5-84.75 power, 4 apr) voratun battleaxe 'Strikeslicer' (56.5-84.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 38% chance to disease * 40% chance to daze at end of turn * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing Damage (Melee): +38 blight / +13 lightning Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +4 nature / +4 lightning When wielded/worn: Physical crit. chance: +16.0% Physical power: +29 (+4 eff.) Damage when hit (Melee): 8 nature Changes stats: +9 Con Changes resistances penetration: +24% acid / +19% physical / +20% cold / +20% fire / +14% lightning Changes damage: +3% nature / +6% lightning Disarm immunity: +49% Massive two-handed battleaxes. |
Borekan (26.5-39.75 power, 1 apr) Borekan (26.5-39.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 10% chance to disease Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 blight When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +9% physical Disease immunity: +18% Stamina each turn: +0.60 Only die when reaching: -60.00 life Massive two-handed mauls. |
Nulagar the iron greatmaul (26-39 power, 1 apr) Nulagar the iron greatmaul (26-39 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 20% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Dex / +3 Cun / +1 Con Changes damage: +6% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Infravision radius: +1 Massive two-handed mauls. |
iron greatsword (18.5-29.6 power, 1 apr) iron greatsword (18.5-29.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
plaguebringer's iron greatsword of massacre (25-40 power, 1 apr) plaguebringer's iron greatsword of massacre (25-40 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 7% chance to disease Damage (Melee): +9 blight When wielded/worn: Disease immunity: +15% Massive two-handed swords. |
dwarven-steel greatsword 'Demonbreak' (39.5-63.2 power, 2 apr) dwarven-steel greatsword 'Demonbreak' (39.5-63.2 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing Damage (Melee): +48 insidious poison / +10 temporal / +16 nature When wielded/worn: Physical crit. chance: +12.0% Physical power: +16 (+2 eff.) Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 16 darkness Changes resistances: +1% physical / +6% mind / +3% cold Changes damage: +3% darkness Spell save: +3 (+0 eff.) Massive two-handed swords. |
arcing voratun greatsword of massacre (70-112 power, 4 apr) arcing voratun greatsword of massacre (70-112 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 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% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed swords. |
iron longsword (10-14 power, 2 apr) iron longsword (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 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% Sharp, long, and deadly. |
Khelotar (43.5-60.9 power, 5 apr) Khelotar (43.5-60.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +9 lightning Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +23 Physical crit. chance: +9.0% Armour: +2 Changes stats: +1 Str Changes resistances: +3% temporal Changes resistances penetration: +20% physical Mental save: +15 (+4 eff.) Confusion immunity: +10% Teleport immunity: +15% Sharp, long, and deadly. |
Suntrencher the stralite longsword (33-46.2 power, 5 apr) Suntrencher the stralite longsword (33-46.2 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing * cripple the target Burst (radius 2) on crit: +13 fire When wielded/worn: Physical crit. chance: +24.0% Physical power: +13 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +11% lightning / +11% fire Changes damage: +9% arcane Poison immunity: +10% Disarm immunity: +5% Light radius: +2 Global speed: +5% Sharp, long, and deadly. |
Murkfurnace (41-57.4 power, 6 apr) Murkfurnace (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 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: * 50% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 nature Burst (radius 1) on hit: +8 acid / +39 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Physical power: +30 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +12 Con Changes resistances: +12% nature Changes resistances penetration: +20% acid / +42% physical / +10% mind Changes damage: +6% acid / +29% physical Critical mult.: +18.00% Disarm immunity: +70% Stamina when hit: +2.50 Sharp, long, 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 (+4 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. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. honing thorny mindstar of flames (9.5-10.45 power, 24 apr, nature damage)honing thorny mindstar of flames (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +14% fire / +7% physical Changes resistances penetration: +11% fire / +6% physical Changes damage: +14% fire / +6% physical Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glewe the Blastnight (19/19, 54-75.6 power, 18 apr) Glewe the Blastnight (19/19, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to inflict 15% damage reduction * 41% chance to cause random gloom * 20% chance to daze at end of turn * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target * 10% chance to knock the target back * 25% chance to put talents on cooldown Damage (Ranged): +29 lightning / +4 darkness / +23 gravity / +4 fire / +123 physical / +27 mind / +59 temporal Burst (radius 2) on crit: +12 lightning / +12 fire Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Boltkarma the rough leather belt Boltkarma the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +6 Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +15% lightning Changes damage: +9% arcane / +6% lightning Physical save: +12 (+2 eff.) Spell save: +6 (+1 eff.) Spell crit. chance: +4% Size category: +1 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Treejam TreejamPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Mag Changes resistances: +9% blight / +8% fire / +20% cold Physical save: +20 (+4 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +0.80 Mana each turn: +0.23 Maximum mana: +29.00 Healing mod.: +18% A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of fog (6 def, 0 armour) linen cloak of fog (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +11% light / +12% fire Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative linen cloak of the hunter (1 def, 0 armour) restorative linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes resistances: +11% nature / +12% blight Life regen: +1.30 Maximum life: +46.00 Maximum stamina: +13.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour) thick linen cloak of Eldoral (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +12% nature / +15% blight Life regen: +1.60 Maximum life: +71.00 Maximum stamina: +12.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adira the Splendourfear (0 def, 1 armour) Adira the Splendourfear (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Changes stats: +4 Dex / +3 Cun / +7 Lck Changes resistances: +7% fire / +6% cold Grants telepathy: Humanoid/Orc Stealth bonus: +6 Mindpower: +12 (+3 eff.) Mental crit. chance: +2% Light radius: +2 Movement speed: +20% A pair of boots made of leather. |
Ce'Nudalaith the pair of rough leather boots (3 def, 7 armour) Ce'Nudalaith the pair of rough leather boots (3 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +7 Lck / +4 Dex Changes resistances: +9% acid / +6% fire / +5% arcane Changes damage: +6% mind Stealth bonus: +6 Silence immunity: +30% Confusion immunity: +24% Stun/Freeze immunity: +23% Only die when reaching: -40.00 life A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) scholar's pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 30 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
rough leather gloves 'Eilinanor' (0 def, 1 armour) rough leather gloves 'Eilinanor' (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 7 arcane Damage when hit (Melee): 8 blight Changes stats: +2 Str / +7 Mag / +4 Wil / +2 Cun Changes resistances: +4% arcane / +7% darkness Changes damage: +7% arcane Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Light radius: +3 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 1.8 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
Stokewrither the iron gauntlets (0 def, 1 armour) Stokewrither the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 7 nature / 6 lightning Damage when hit (Melee): 20 blight Changes stats: +2 Cun Changes resistances: +6% lightning / +12% fire / +6% nature / +6% darkness Changes resistances penetration: +5% fire Changes damage: +4% nature / +4% lightning Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 1.8 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+3) (0 def, 1 armour) restful iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +3 Dex Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Cyribeth (0 def, 2 armour) Cyribeth (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage (Melee): 14 darkness Changes stats: +3 Mag / +1 Wil / +5 Cun Changes resistances: +8% light / +15% darkness Changes resistances penetration: +10% mind Changes damage: +5% darkness / +9% acid Physical save: +7 (+1 eff.) Mental save: +37 (+10 eff.) Disarm immunity: +25% Psi when hit: +0.08 Maximum psi: +30.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 94.21 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Lorinaridrandil' (6 def, 8 armour) hardened leather cap 'Lorinaridrandil' (6 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +8 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +10 Str / +5 Wil / +2 Cun / +4 Con Changes resistances: +9% physical / +4% all Changes damage: +3% blight Physical save: +18 (+3 eff.) Mana each turn: +0.04 Spell crit. chance: +3% Damage Shield penetration: +20% A cap made of leather. |
Beludraroddayon the Searblack (0 def, 3 armour) Beludraroddayon the Searblack (0 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 / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical / 8 temporal Changes stats: +3 Str / +3 Wil / +3 Cun Changes resistances: +12% fire / +8% cold Changes resistances penetration: +5% temporal Changes damage: +9% temporal Allows you to breathe in: water Mindpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 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 1359.2 Physical damage. If the attack hits, the target is confused (45% 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. |
Rotwither (0 def, 3 armour) Rotwither (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 mind Changes stats: +2 Str / +6 Wil / +3 Cun / +2 Con Changes resistances: +7% blight / +6% nature Physical save: +6 (+1 eff.) Mental save: +46 (+12 eff.) Psi when hit: +0.04 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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. |
Singesorrow the iron helm (0 def, 7 armour) Singesorrow the iron helm (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +2 Str / +2 Con Changes resistances: +9% mind Changes damage: +6% fire Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +50% Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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. |
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 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 agate 4 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
7 citrine 7 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. |
10 zircon 10 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
259 alchemist agate 259 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. |
brass lantern 'Sparkwrecker' brass lantern 'Sparkwrecker'Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 lightning / 13 fire Changes stats: +5 Dex / +1 Mag / +2 Wil Changes resistances: +6% fire Changes damage: +6% lightning Mental save: +11 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +10% Light radius: +2 Infravision radius: +1 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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire 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. |
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 (115 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Heatlace the dwarven-steel pickaxe (dig speed 15 turns) Heatlace the dwarven-steel pickaxe (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str Changes resistances: +15% lightning / +13% fire / +13% nature / +8% darkness Changes resistances penetration: +5% fire Changes damage: +7% nature / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.4 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 270.50 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (2/2) Rod of Recall (2/2)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 185 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. |
Oaksmasher the elm totem of thorny skin [power 17] (19 cooldown) Oaksmasher the elm totem of thorny skin [power 17] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +6% nature Changes resistances penetration: +25% nature / +5% lightning Changes damage: +9% lightning Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Duathelpain' [power 29] (19 cooldown) ash totem of thorny skin 'Duathelpain' [power 29] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +3% acid / +2% physical / +3% darkness Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web Spell save: +3 (+0 eff.) Pinning immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 5 equilibrium. 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Bruh the Hellforged Spellsword level 38
27th Dusk 122nd year of Ascendancy at 15:06 see stats
Hell has no fury like a demon scorned! (Exploration mode) (Uniques)
Escaped the Searing Halls.By Bruh the Hellforged Spellsword level 12
77th Pyre 122nd year of Ascendancy at 00:31 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Bruh the Hellforged Spellsword 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 Bruh the Hellforged Spellsword level 20
12nd Dusk 122nd year of Ascendancy at 01:42 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Bruh the Hellforged Spellsword level 30
26th Dusk 122nd year of Ascendancy at 11:38 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Bruh the Hellforged Spellsword level 40
27th Dusk 122nd year of Ascendancy at 17:00 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Bruh the Hellforged Spellsword level 50
31st Dusk 122nd year of Ascendancy at 01:58 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Bruh the Hellforged Spellsword level 72
34th Dusk 122nd year of Ascendancy at 06:10 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Bruh the Hellforged Spellsword level 42
30th Dusk 122nd year of Ascendancy at 04:25 see stats
The Arena (Exploration mode) (Uniques)
Unlocked Arena mode.By Bruh the Hellforged Spellsword level 14
2nd Mirth 122nd year of Ascendancy at 10:19 see stats
The secret city (Exploration mode) (Uniques)
Discovered the truth about mages.By Bruh the Hellforged Spellsword level 19
6th Flare 122nd year of Ascendancy at 20:43 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Bruh the Hellforged Spellsword level 54
31st Dusk 122nd year of Ascendancy at 19:03 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Bruh the Hellforged Spellsword level 19
7th Dusk 122nd year of Ascendancy at 16:05 see stats
Log
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Bruh misses Something.
Bruh deactivates Aura of Fire.
Something performs a melee critical strike against Bruh!
Bruh wanders around!.
Something hits Bruh for 400 physical damage.
Bruh hits Something for 1 lightning, 1 temporal, 3 light, 1 fire, 4 nature, 1 mind (10 total damage).
Bruh the level 77 hellforged spellsword was dissected to death by Xedhelle the ink squid on level 2 of Lake of Nur.
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Bruh deactivates Spellsword Combat.
Bruh seems more focused.
Bruh has survived the set up.
Bruh deactivates Wind Storm.
Bruh deactivates Water Stance.
Bruh deactivates Elemental Destruction.
Bruh activates Elemental Destruction.
Bruh recovers sight.
Bruh deactivates Arcane Stamina.
Bruh deactivates Bleak Outcome.
Bruh is no longer pinned.
Bruh deactivates Mana Focus.
Bruh deactivates Chant of Resistance.
Bruh deactivates Elemental Destruction.
Bruh deactivates Elemental Stance.
Bruh deactivates Arcane Armor.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Bruh!
Saving done.
