Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.3.1Bite-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. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. ZOmnibus Addon Pack 1.3.0Combines 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: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Adventurer Testing Cheat 1.3.1For testing purposes of adventurer synergies Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Everything is Unique! Compability Fix! 1.2.5Quick fix to allow compatability with adjustable levels mod. Improved Auto-explore and Rest 1.3.1Quality 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. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 200 / 1786% |
Size | medium |
Lifes / Deaths | Killed by thief at level 4 on the 76th Pyre 122nd year of Ascendancy at 01:36 / 12Killed by shadow at level 12 on the 3rd Mirth 122nd year of Ascendancy at 04:30 Killed by Neryldata the gigantic gravity worm at level 20 on the 10th Mirth 122nd year of Ascendancy at 14:16 Killed by Neryldata the gigantic gravity worm at level 20 on the 10th Mirth 122nd year of Ascendancy at 15:09 Killed by Layudhetta the sandworm destroyer at level 23 on the 1st Summertide 122nd year of Ascendancy at 02:52 Killed by 43df at level 25 on the 1st Summertide 122nd year of Ascendancy at 13:28 Killed by Emyba the brittle clear ooze at level 80 on the 15th Dusk 122nd year of Ascendancy at 21:06 Killed by Mayydhetha the snow giant thunderer at level 125 on the 62nd Dusk 122nd year of Ascendancy at 02:11 Killed by Mayydhetha the snow giant thunderer at level 125 on the 62nd Dusk 122nd year of Ascendancy at 03:27 Killed by Xanyseth the vampire at level 159 on the 15th Haze 122nd year of Ascendancy at 23:38 Killed by Xanyseth the vampire at level 159 on the 16th Haze 122nd year of Ascendancy at 00:43 Killed by Mayedath the lesser vampire at level 200 on the 23rd Haze 122nd year of Ascendancy at 18:54 |
Primary Stats
Strength | 352 (base 210) |
Dexterity | 335 (base 210) |
Constitution | 342 (base 210) |
Magic | 242 (base 210) |
Willpower | 307 (base 210) |
Cunning | 337 (base 210) |
Resources
Life | 12976/21447 |
Mana | 2791/2791 |
Stamina | 1464/1464 |
Equilibrium | 180 |
Healing Factor | 1.4 |
Regeneration | 34.424004650988 |
Speed
Mental | +40.97721262294% |
Attack | +30.97721262294% |
Movement | +178.60974336993% |
Spell | 0% |
Global | +230.18954988019% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 29 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 687 |
Accuracy | 172 |
Crit Chance | 278% |
APR | 107 |
Speed | 0.57 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 99.4 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 156.3375 |
Crit Chance | 100% |
Speed | 0.7634915875625 |
Offense: Damage Bonus
All | +16% |
Defense: Base
Armour (hardiness) | 413.71514418028 (100%) |
Defense | 0 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 136.84826730995 |
Spell Save | 141.578125 |
Mental Save | 147.30473389621 |
Defense: Resistances
All | + 68%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Confusion Resistance | 100% |
Blind Resistance | 86% |
Silence Resistance | 48% |
Bleed Resistance | 25% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/5)
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Wild-gift / Sand drake aspect | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat veteran | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat techniques | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Two-handed assault | 1.10 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Shield offense | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Cold drake aspect | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Storm drake aspect | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Survival | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Race / Thalore | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 1.20 |
| 20/5 |
| 17/5 |
| 20/5 |
| 20/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Harmony | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Icy Skin |
talent | Elemental Harmony |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 32% and slowing it by -4% Overwhelming Fear |
beneficial effect | Increases global speed by 114%. Elemental Harmony |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | This character's flames are feeding the source, healing them for 13 per turn and giving them 8 vim. Devouring flames |
detrimental effect | The target has recently suffered, and cannot do so again yet. Suffered |
detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 373. Battle Cry |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
Escort the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Xanyseth the vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 456. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed faerlhing fang. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed ice ant stinger. * You've found the needed vial of fire wyrm saliva. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Getikan (26 def, 11 armour) Getikan (26 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +26 (+0 eff.) Ranged Defense: +7 (+6 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 24 acid Changes stats: +4 Str / +22 Dex / +2 Mag / +12 Wil / +4 Cun / +14 Con / +29 Lck Changes resistances: +12% acid / +46% temporal / +39% darkness Changes resistances penetration: +20% acid / +15% physical / +29% darkness / +32% temporal Changes damage: +6% temporal Stealth bonus: +31 Mindpower: +12 (+2 eff.) Infravision radius: +5 Movement speed: +20% Defense after a teleport: +43 Resist all after a teleport: +32% New effects duration reduction after a teleport: +43% It can be used to activate talent Evasion, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them and granting you 115 defense for 21 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Quiver | pouch of steel shots 'Wretchblight' (20/20, 34.5-41.4 power, 8 apr) pouch of steel shots 'Wretchblight' (20/20, 34.5-41.4 power, 8 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +8 Physical crit. chance: +19.5% Capacity: 20 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 57% chance to gain 10% of a turn * 10% chance to disease * Slows global speed by 20% * 10% chance to knock the target back * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +32 temporal / +36 darkness / +9 nature / +22 blight / +35 mind / +8 arcane / +40 physical Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 arcane / +8 nature Damage against: +8% Living Shots are used with slings to pummel your foes to death. Press to compare |
Light source | 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 (260 power, based on Willpower), costing 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
On head | drakeskin leather cap 'Tarriramas' (0 def, 5 armour) drakeskin leather cap 'Tarriramas' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +11 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +23 Dex / +1 Wil / +7 Cun / +25 Con Changes resistances: +30% acid / +50% darkness / +15% lightning / +41% fire / +6% nature / +46% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+4 eff.) Spell save: +6 (+1 eff.) Maximum life: +20.00 Infravision radius: +16 A cap made of leather. Press to compare |
On hands | Lightningrot the rough leather gloves (0 def, 7 armour) Lightningrot the rough leather gloves (0 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +7 Physical crit. chance: +16.0% Armour: +7 Effects on melee hit: * 25% chance to cause random gloom * 30% chance to daze Damage (Melee): 7 fire / 7 physical / 32 mind / 32 darkness Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +7 Dex / +3 Wil / +4 Cun / +5 Con Changes resistances: +6% fire Changes resistances penetration: +5% lightning / +35% nature Changes damage: +12% lightning / +5% fire / +5% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +14.00% Physical save: +20 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: -16 (-2 eff.) Disarm immunity: +77% Life regen: +2.30 Stamina each turn: +0.50 Psi each turn: +0.16 Spell crit. chance: +16% Mindpower: +10 (+1 eff.) Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +7 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Reproach (20% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (40% chance level 1). On weapon hit: * 20% chance to daze Damage (Melee): +12 lightning / +9 physical Burst (radius 1) on hit: +4 nature / +7 physical Burst (radius 2) on crit: +7 fire / +7 physical It can be used to activate talent Juggernaut, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | Dazzlevagrant [power 281] (2 cooldown) Dazzlevagrant [power 281] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 57% chance to blind * 20% chance to disease Damage when hit (Melee): 16 arcane Changes resistances: +9% blight Maximum wards: +8 lightning / +6 temporal / +9 blight / +7 fire / +9 cold Changes resistances penetration: +10% blight Changes damage: +6% arcane Talent cooldown: Void Blast (+18 turn) Talents granted: +2 Ward +13 Void Blast +3 Strike +9 Volcano Maximum vim: +17.00 Maximum neg.energy: +17.00 Light radius: +4 Infravision radius: +3 It can be used to creates a wall of flames lasting for 4 turns (dam 281 overall), putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
On fingers | copper ring 'Murkglory' copper ring 'Murkglory'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Physical power: +16 (+2 eff.) Defense: +18 (+0 eff.) Effects on melee hit: * 15% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +9 Mag / +10 Wil / +4 Cun / +2 Con Changes resistances: +9% mind / +12% darkness / +48% light Changes damage: +24% light / +10% all Spell save: +12 (+2 eff.) Mental save: +35 (+4 eff.) Disarm immunity: +26% Confusion immunity: +25% Pinning immunity: +26% Knockback immunity: +25% Psi when hit: +0.16 Maximum life: +26.00 Maximum stamina: +16.00 Maximum hate: +4.00 Spellpower: +30 (+5 eff.) Mindpower: +28 (+4 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
On fingers | Gleamprophet GleamprophetPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +22 Physical power: +28 (+3 eff.) Defense: +32 (+0 eff.) Effects on melee hit: * 14% chance to cause random gloom * 40% chance to gain 10% of a turn Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +14 Str / +14 Dex / +10 Wil / +30 Cun / +17 Con Changes resistances: +18% acid / +59% darkness / +18% fire / +18% lightning / +18% cold Changes resistances penetration: +10% light Changes damage: +6% temporal / +28% darkness / +6% all Physical save: +20 (+3 eff.) Spell save: +54 (+7 eff.) Mental save: +17 (+2 eff.) Blindness immunity: +20% Cut immunity: +15% Silence immunity: +28% Disarm immunity: +32% Confusion immunity: +15% Pinning immunity: +32% Stun/Freeze immunity: +15% Knockback immunity: +32% Mana each turn: +0.22 Hate when firing a critical mind attack: +2.00 Maximum life: +31.00 Maximum stamina: +19.00 Maximum hate: +9.00 Spellpower: +10 (+2 eff.) Mindpower: +20 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Around neck | Armyyathad ArmyyathadPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +29 Str / +28 Dex / +6 Mag / +36 Wil Changes resistances: +6% darkness / +21% temporal / +30% mind / +9% fire Changes damage: +8% acid / +10% physical / +14% blight / +23% fire / +8% lightning / +8% cold Critical mult.: +37.00% Mental save: +48 (+6 eff.) Cut immunity: +10% Silence immunity: +20% Confusion immunity: +74% Pinning immunity: +54% Knockback immunity: +50% Only die when reaching: -60.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Mindpower: +15 (+2 eff.) Combat speed: +10% Amulets can have magical properties. Press to compare |
In main hand | voratun waraxe 'Thunderobsidian' (50-70 power, 21 apr) voratun waraxe 'Thunderobsidian' (50-70 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +7.0% Attack speed: 125% On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +48% Damage (Melee): +32 lightning / +12 physical / +20 nature / +20 mind Burst (radius 1) on hit: +8 physical Damage against: +23% Plants When wielded/worn: Accuracy: +45 (+5 eff.) Physical crit. chance: +43.0% Physical power: +41 (+5 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Str / +14 Dex Changes resistances: +6% fire / +15% nature / +10% all Changes resistances penetration: +10% nature Changes damage: +15% physical Physical save: +6 (+1 eff.) Stamina when hit: +2.30 Maximum stamina: +5.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. One-handed war axes. Press to compare |
Around waist | Galespawner GalespawnerPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Physical power: +5 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 16 lightning / 20 temporal Changes stats: +10 Dex / +9 Mag / +9 Wil / +10 Cun / +8 Lck Changes resistances: +15% lightning / +12% temporal / +10% light / +11% fire / +10% darkness / +11% cold Changes resistances penetration: +5% lightning / +15% temporal Reduced damage from: +33% Summoned Critical mult.: +11.00% Trap disarming bonus: +18 Stealth bonus: +10 Maximum encumbrance: +44 Mental save: +11 (+1 eff.) Mana each turn: +0.40 Maximum life: +81.00 Maximum mana: +42.00 Spell crit. chance: +5% Mental crit. chance: +11% Infravision radius: +5 A belt that goes around your waist. Press to compare |
In off hand | Amyrek (19 def, 11 armour, 87.5-105 power, 161 block) Amyrek (19 def, 11 armour, 87.5-105 power, 161 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 87.5 - 105.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +161 On weapon hit: * 71% chance to disease On weapon crit: * smash the target with your shield crippling them Damage (Melee): +16 lightning / +32 light / +12 blight / +38 cold / +16 nature When wielded/worn: Physical crit. chance: +35.0% Physical power: +55 (+6 eff.) Armour: +11 Defense: +19 (+0 eff.) Ranged Defense: +8 (+6 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to disease Damage (Melee): 8 cold Effects when hit in melee: * 16% chance to daze * 55% chance to blind Damage when hit (Melee): 31 ice / 15 nature / 4 arcane Changes stats: +4 Dex / +8 Mag / +4 Wil / +1 Cun / +23 Con Changes resistances: +16% lightning / +32% light / +23% fire / +16% nature / +21% acid / +16% blight / +15% cold / +16% mind / +8% arcane Changes resistances penetration: +20% arcane Talent granted: +3 Block Physical save: +11 (+2 eff.) Maximum life: +52.00 See invisible: +6 Deflect projectiles away: +13% Handheld deflection devices. Press to compare |
Cloak | restorative elven-silk cloak of backstabbing (3 def, 0 armour) restorative elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Changes resistances: +18% nature / +17% blight Critical mult.: +26.00% Stealth bonus: +13 Life regen: +2.80 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | voratun mail armour 'Crackleshear' (49 def, 60 armour) voratun mail armour 'Crackleshear' (49 def, 60 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +60 Defense: +49 (+0 eff.) Fatigue: +48% Effects on melee hit: * 72% chance to daze * 20% chance to disease Damage (Melee): 67 acid / 68 fire Damage when hit (Melee): 46 acid / 45 fire / 8 blight Changes stats: +34 Str / +9 Wil / +25 Cun / +43 Con Changes resistances: +13% lightning / +30% temporal / -53% light / +261% fire / +127% acid / +43% physical / +3% blight / +13% cold / +9% arcane / +84% darkness Changes resistances penetration: +20% fire Changes damage: +12% blight / +9% arcane Physical save: +45 (+6 eff.) Spell save: +30 (+4 eff.) Mental save: +130 (+16 eff.) Maximum life: +200.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Inventory
Rune of the Rift (1378.00 temporal damage, removed from time 4 turns) Rune of the Rift (1378.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1763.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
serendipitous gold amulet of strength (+6) serendipitous gold amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+0 eff.) Changes stats: +6 Lck / +4 Str Reduce all damage from unseen attackers: 13% Amulets can have magical properties. Press to compare |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. Press to compare |
Gilovor GilovorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Effects on melee hit: * 19% chance to blind Effects on ranged hit: * 20% chance to blind Changes stats: +7 Str / +5 Mag / +6 Wil Changes resistances: +9% mind / +9% temporal Changes resistances penetration: +5% mind Changes damage: +6% mind / +9% temporal Spellpower: +7 (+1 eff.) Rings can have magical properties. Press to compare |
stralite ring 'Harablek' stralite ring 'Harablek'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+3 eff.) Defense: +13 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 acid Changes stats: +1 Str / +11 Dex / +3 Mag / +17 Wil / +26 Cun / +8 Con Changes resistances: +6% acid Changes damage: +9% acid Spell save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Stun/Freeze immunity: +82% Life regen: +10.70 Hate when firing a critical mind attack: +3.00 Maximum life: +139.00 Maximum stamina: +34.00 Maximum hate: +13.00 Mindpower: +13 (+2 eff.) Infravision radius: +2 Movement speed: +22% Healing mod.: +46% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
iron battleaxe (15-22.5 power, 1 apr) iron battleaxe (15-22.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 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. Press to compare |
Dagandur (43.5-65.25 power, 2 apr) Dagandur (43.5-65.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Con Changes damage: +6% acid Reduces incoming crit damage: 5.00% Equilibrium when hit: +2.00 Light radius: +3 Massive two-handed clubs. Press to compare |
inquisitor's yew greatclub of purging (42-63 power, 2 apr) inquisitor's yew greatclub of purging (42-63 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +14 nature Massive two-handed clubs. Press to compare |
steel greatsword 'Obsidianrupture' (28.5-45.6 power, 2 apr) steel greatsword 'Obsidianrupture' (28.5-45.6 power, 2 apr)Requires: - Strength 16 Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes stats: +1 Dex Changes resistances: +6% darkness Changes damage: +6% darkness Physical save: +3 (+0 eff.) Only die when reaching: -60.00 life * Grants [Heavy Strike] Talent Massive two-handed swords. Press to compare |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+1 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. Press to compare |
pouch of voratun shots 'Lightningvenom' (21/21, 54.5-65.4 power, 6 apr) pouch of voratun shots 'Lightningvenom' (21/21, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +28.0% Capacity: 21 On weapon hit: * 20% chance to daze * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +41 physical / +12 blight / +33 cold / +16 arcane Burst (radius 1) on hit: +4 arcane / +8 blight Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. Press to compare |
reinforced iron shield (4 def, 7 armour, 7.5-9 power, 37 block) reinforced iron shield (4 def, 7 armour, 7.5-9 power, 37 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +37 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. Press to compare |
warded steel shield of patience (6 def, 2 armour, 15.5-18.6 power, 41.5 block) warded steel shield of patience (6 def, 2 armour, 15.5-18.6 power, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +14 temporal When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 14 temporal Changes resistances: +12% temporal Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block It can be used to activate talent Time Shield, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (502) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
living dwarven-steel shield of earthen fury (8 def, 13 armour, 31.5-37.8 power, 84 block) living dwarven-steel shield of earthen fury (8 def, 13 armour, 31.5-37.8 power, 84 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +16 nature When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +8 (+0 eff.) Ranged Defense: +8 (+6 eff.) Fatigue: +12% Damage when hit (Melee): 16 nature Changes resistances: +16% blight / +15% physical / +16% nature Talent granted: +3 Block Maximum life: +82.00 Handheld deflection devices. Press to compare |
Shimmerwend (12 def, 26 armour, 76.5-91.8 power, 404 block) Shimmerwend (12 def, 26 armour, 76.5-91.8 power, 404 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +404 On weapon hit: * 40% chance to daze * 30% chance to corrode armour * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 light / +39 fire / +8 mind Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +26 Defense: +12 (+0 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze Damage (Melee): 10 acid Effects when hit in melee: * 38% chance to blind Damage when hit (Melee): 33 acid / 74 fire Changes stats: +9 Str / +6 Mag / +13 Con Changes resistances: +18% lightning / +63% fire / +20% light / +3% mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes damage: +6% light Talents granted: +1 Ward +5 Block Physical save: +15 (+2 eff.) Light radius: +3 Handheld deflection devices. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
multi-hued drakeskin leather armour of command (15 def, 15 armour) multi-hued drakeskin leather armour of command (15 def, 15 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 9 acid / 9 fire / 7 cold / 9 lightning Changes stats: +3 Cun Changes resistances: +7% acid / +10% fire / +10% lightning / +8% cold Mental save: +11 (+1 eff.) A suit of armour made of leather. Press to compare |
Serpentpassion (13 def, 28 armour) Serpentpassion (13 def, 28 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +28 Defense: +13 (+0 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 51% Damage when hit (Melee): 4 nature / 8 temporal Changes stats: +8 Str / +7 Wil / +11 Cun Changes resistances: +17% acid / +19% physical / +16% darkness / +11% cold / +7% mind / +3% nature Changes resistances penetration: +10% acid Changes damage: +21% temporal Allows you to breathe in: water Physical save: +29 (+4 eff.) Mental save: +56 (+7 eff.) Life regen: +2.40 Maximum life: +152.00 Light radius: +2 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour) prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +16% light / +12% darkness / +6% arcane Spell save: +13 (+2 eff.) A suit of armour made of mail. Press to compare |
stralite mail armour 'Brenobar' (30 def, 33 armour) stralite mail armour 'Brenobar' (30 def, 33 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +33 Defense: +30 (+0 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 18 physical / 36 light / 12 mind Changes stats: +3 Str / +1 Dex / +22 Wil / +21 Cun / +2 Con Changes resistances: +52% lightning / +76% darkness / +69% blight / +18% mind / +5% arcane Changes damage: +27% arcane Physical save: +12 (+2 eff.) Mental save: +77 (+10 eff.) Life regen: +3.00 Maximum life: +140.00 Light radius: +6 Healing mod.: +26% A suit of armour made of mail. Press to compare |
dwarven-steel plate armour 'Shinemight' (16 def, 26 armour) dwarven-steel plate armour 'Shinemight' (16 def, 26 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +26 Defense: +16 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical / 20 light / 8 arcane Changes stats: +21 Str / +5 Mag / +15 Wil / +11 Cun / +5 Con Changes resistances: +48% acid / +22% physical / +74% darkness / +43% blight / +8% mind / +3% light Changes damage: +6% blight Physical save: +11 (+2 eff.) Spell save: +30 (+4 eff.) Mental save: +55 (+7 eff.) Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Maximum life: +72.00 Spellpower: +2 (+0 eff.) Light radius: +6 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
voratun plate armour 'Furnacestalker' (9 def, 26 armour) voratun plate armour 'Furnacestalker' (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+0 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +22 Str / +8 Wil / +15 Con Changes resistances: +28% acid / +25% physical / +30% darkness / +26% lightning / +38% blight / +34% fire / +20% nature / +26% cold Reduced damage from: +15% Unnatural Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Disarm immunity: +40% Stun/Freeze immunity: +37% Knockback immunity: +32% Life regen: +8.00 Stamina each turn: +2.40 Maximum life: +76.00 Light radius: +2 Infravision radius: +2 A suit of armour made of metal plates. Press to compare |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +25 A belt that goes around your waist. Press to compare |
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 Maximum encumbrance: +70 Knockback immunity: +40% 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. Press to compare |
Haruyadedil HaruyadedilInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Changes resistances: +6% acid / +3% light / +6% lightning / +3% nature / +5% arcane Critical mult.: +9.00% Physical save: +9 (+1 eff.) Spell save: +16 (+2 eff.) Maximum life: +50.00 Mindpower: +7 (+1 eff.) A belt that goes around your waist. Press to compare |
drakeskin leather belt 'Daimihad' drakeskin leather belt 'Daimihad'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Armour: +14 Defense: +15 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +6 Mag / +6 Con Changes resistances: +14% fire / +15% cold Grants telepathy: Humanoid/Orc Critical mult.: +30.00% Physical save: +19 (+3 eff.) Mental save: +26 (+3 eff.) Mana each turn: +0.58 Maximum mana: +60.00 Maximum hate: +6.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +4% A belt that goes around your waist. Press to compare |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% A pair of boots made of leather. Press to compare |
pair of drakeskin leather boots 'Murksorrow' (34 def, 5 armour) pair of drakeskin leather boots 'Murksorrow' (34 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +34 (+0 eff.) Ranged Defense: +10 (+8 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 12 lightning Changes stats: +8 Str / +6 Cun / +14 Con Changes resistances: +30% lightning / +27% temporal / +3% light / +3% blight / +3% cold / +6% arcane / +6% nature Changes resistances penetration: +5% darkness Changes damage: +6% lightning Maximum encumbrance: +42 Physical save: +54 (+7 eff.) Spell save: +15 (+2 eff.) Mental save: +38 (+5 eff.) Life regen: +5.50 Healing mod.: +29% It can be used to activate talent Rush, placing all other charms into a 7 cooldown : Effective talent level: 1.0 Power cost: 7 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Voruyassra (0 def, 2 armour) Voruyassra (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage (Melee): 10 lightning / 9 fire Damage when hit (Melee): 12 blight Changes resistances: +7% lightning / +7% fire Changes damage: +6% lightning / +8% fire / +3% arcane / +3% blight Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +37% Life regen: +2.40 Stamina each turn: +1.40 Mana each turn: +0.12 Maximum stamina: +19.00 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 blight / +4 arcane Burst (radius 2) on crit: +9 lightning / +9 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 6 power out of 30/30) : Effective talent level: 1.0 Power cost: 6 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 189.46 to 568.39 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. Press to compare |
Smolderguile (0 def, 3 armour) Smolderguile (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +11% mind / +7% cold Changes damage: +9% fire Allows you to breathe in: water Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Mental save: +13 (+2 eff.) Confusion immunity: +25% Maximum life: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
iron helm 'Porariarinn' (0 def, 3 armour) iron helm 'Porariarinn' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Dex / +2 Mag Changes resistances: +6% blight / +17% darkness Spell save: +5 (+1 eff.) Mental save: +29 (+4 eff.) Mental crit. chance: +1% Light radius: +1 Infravision radius: +3 It can be used to activate talent Circle of Sanctity, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Arubers the dwarven-steel helm (6 def, 8 armour) Arubers the dwarven-steel helm (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +8 Defense: +6 (+0 eff.) Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +3 Con Changes resistances: +14% blight / +6% temporal / +10% nature / +4% all Changes resistances penetration: +10% mind Physical save: +8 (+1 eff.) Spell save: +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
5 agate 5 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. |
3 spinel 3 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
6 citrine 6 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. |
2 aquamarine 2 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. |
7 opal 7 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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. |
7 onyx 7 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 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. |
214 alchemist agate 214 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. Press to compare |
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. Press to compare |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 12 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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 (7/7) Rod of Recall (7/7)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 57 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By 43df the Thalore Wyrmic level 200
23rd Haze 122nd year of Ascendancy at 10:56 see stats
By 43df the Thalore Wyrmic level 200
21st Haze 122nd year of Ascendancy at 12:21 see stats
By 43df the Thalore Wyrmic level 200
26th Haze 122nd year of Ascendancy at 00:09 see stats
By 43df the Thalore Wyrmic level 78
15th Dusk 122nd year of Ascendancy at 17:50 see stats
By 43df the Thalore Wyrmic level 121
39th Dusk 122nd year of Ascendancy at 14:17 see stats
By 43df the Thalore Wyrmic level 84
16th Dusk 122nd year of Ascendancy at 08:57 see stats
By 43df the Thalore Wyrmic level 67
8th Flare 122nd year of Ascendancy at 12:49 see stats
By 43df the Thalore Wyrmic level 10
78th Pyre 122nd year of Ascendancy at 06:38 see stats
By 43df the Thalore Wyrmic level 20
10th Mirth 122nd year of Ascendancy at 11:23 see stats
By 43df the Thalore Wyrmic level 30
2nd Summertide 122nd year of Ascendancy at 15:09 see stats
By 43df the Thalore Wyrmic level 40
5th Flare 122nd year of Ascendancy at 12:35 see stats
By 43df the Thalore Wyrmic level 87
16th Dusk 122nd year of Ascendancy at 21:29 see stats
By 43df the Thalore Wyrmic level 156
73rd Dusk 122nd year of Ascendancy at 21:10 see stats
By 43df the Thalore Wyrmic level 86
16th Dusk 122nd year of Ascendancy at 17:11 see stats
By 43df the Thalore Wyrmic level 67
15th Dusk 122nd year of Ascendancy at 03:35 see stats
By 43df the Thalore Wyrmic level 30
2nd Summertide 122nd year of Ascendancy at 15:18 see stats
By 43df the Thalore Wyrmic level 147
63rd Dusk 122nd year of Ascendancy at 20:32 see stats
By 43df the Thalore Wyrmic level 67
15th Dusk 122nd year of Ascendancy at 03:35 see stats
By 43df the Thalore Wyrmic level 89
33rd Dusk 122nd year of Ascendancy at 19:20 see stats
By 43df the Thalore Wyrmic level 148
63rd Dusk 122nd year of Ascendancy at 23:11 see stats
By 43df the Thalore Wyrmic level 86
16th Dusk 122nd year of Ascendancy at 19:13 see stats
By 43df the Thalore Wyrmic level 200
21st Haze 122nd year of Ascendancy at 03:44 see stats
Log
Vorariann the orc warrior overcomes the gloom.
Vorariann the orc warrior has recovered!
Bleeding from 43df hits Vorariann the orc warrior for 2 physical damage.
Lava floor burns 43df!
Vorariann the orc warrior hits 43df for 216 fire damage.
Vorariann the orc warrior evades 43df.
Lava floor heals Vorariann the orc warrior!
Vorariann the orc warrior uses Infusion: Wild.
Vorariann the orc warrior lessens the pain.
Vorariann the orc warrior performs a melee critical strike against 43df!
43df shrugs off the critical damage!
The shattering blow creates a shockwave!
Vorariann the orc warrior focuses and gains an extra blow!
Vorariann the orc warrior performs a melee critical strike against 43df!
43df shrugs off the critical damage!
Vorariann the orc warrior's spell attains critical power!
43df shrugs off the critical damage!
Lava floor burns 43df!
43df hits Vorariann the orc warrior for 19 lightning, 9 temporal, , 51 fire, 10 nature, , 60 acid, 1 blight, 83 cold, 4 arcane, 19 cold, 19 lightning, 9 temporal, , 51 fire, 10 nature, , 60 acid, 1 blight, 83 cold, 4 arcane, 19 cold (509 total damage).
Vorariann the orc warrior hits 43df for 131 physical, 10 blight, , 8 acid, 7 fire, 118 physical, 10 blight, , 8 acid, 7 fire, 30 fire, 30 fire, 119 fire, 216 fire (695 total damage).
Vorariann the orc warrior receives 444 healing.
43df regains some of its will.
43df deactivates Icy Skin.
43df's shakes his fear off.
43df's is no longer blazing.
43df deactivates Wild Growth.
43df is less impervious to physical effects.
43df deactivates Elemental Harmony.