Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. 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. OldRPG Revival Tileset - 3 of 9 1.3.2 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. OldRPG Revival Tileset - 2 of 9 1.3.2 Shadowflame Tree Tweaks 1.2.5Tweaks the shadowflame tree slightly. Adjustable Talent/Stat/Generic/Category Point Multiplier 1.2.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. OldRPG Revival Tileset - 5 of 9 1.3.2 OldRPG Revival Tileset - 9 of 9 1.3.2 S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Spellsword 1.3.3This 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level OldRPG Revival Tileset - 7 of 9 1.3.2 Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: OldRPG Revival Tileset - 1 of 9 1.3.2 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! OldRPG Revival Tileset - 4 of 9 1.3.2 Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Adventurer Plus Addon 1.1.8Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. OldRPG Revival Tileset - 6 of 9 1.3.2 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice OldRPG Revival Tileset - 8 of 9 1.3.2 Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Psionic Hero |
Level / Exp | 25 / 79% |
Size | small |
Lifes / Deaths | Killed by Zubotha the giant acid ant at level 22 on the 32nd Haze 122nd year of Ascendancy at 09:57 3 / 4Killed by Betadawen the warg at level 25 on the 36th Haze 122nd year of Ascendancy at 04:50 Killed by Grgglck the Devouring Darkness at level 25 on the 42nd Haze 122nd year of Ascendancy at 10:58 Killed by Hades at level 25 on the 42nd Haze 122nd year of Ascendancy at 11:14 |
Primary Stats
Strength | 17 (base 9) |
Dexterity | 12 (base 9) |
Constitution | 35 (base 10) |
Magic | 63 (base 53) |
Willpower | 44 (base 38) |
Cunning | 26 (base 20) |
Resources
Paradox | 0 |
Mana | 534/534 |
Psi | 134/134 |
Vim | 284/284 |
Life | 703/703 |
Positive | 21/122 |
Stamina | 269/269 |
Equilibrium | 0 |
Healing Factor | 0.5 |
Regeneration | 0.9 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
See Invisible | 10 |
Offense: Mainhand
Damage | 17 |
Accuracy | 40 |
Crit Chance | 18% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 30.6 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 25.55 |
Ranged Defense | 29.55 |
Fatigue | 12 |
Physical Save | 24.8125 |
Spell Save | 31.4375 |
Mental Save | 31.4625 |
Defense: Resistances
All | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 64% |
Confusion Resistance | 65% |
Fear Resistance | 42% |
Poison Resistance | 62% |
Blind Resistance | 62% |
Disarm Resistance | 21% |
Bleed Resistance | 62% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 151 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Magical combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Flux | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Prowler | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
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 |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Death |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 grave | active |
You failed to protect the injured seer from death by Salith the great wolf. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | done |
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 precision, which can be used to permanently increase your physical critical strike chance by 4%. 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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
Psionic focus | Searviper (Corpses) (15-18 power, 3 apr, physical damage) Searviper (Corpses) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +3% darkness Changes damage: +15% lightning Talents granted: +2 Flame Bolts +1 Command Staff Maximum encumbrance: +12 Maximum stamina: +12.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Movement speed: +11% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Quiver | deadly pouch of steel shots of erosion (22/22, 25.5-30.6 power, 2 apr) deadly pouch of steel shots of erosion (22/22, 25.5-30.6 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.5 - 30.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Damage (Ranged): +7 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
On hands | steady iron gauntlets (Nightmares) (0 def, 1 armour) steady iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | 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 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Cyrurin (Shrouds) (2 def, 0 armour) Cyrurin (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Mag / +5 Wil / +3 Con Changes damage: +17% arcane Mana each turn: +1.20 Mana when hit: +1.30 Maximum mana: +48.00 Maximum vim: +40.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +1% Curse of Shrouds It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | scholar's pair of iron boots (Corpses) (0 def, 3 armour) scholar's pair of iron boots (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+1 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown) psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
On fingers | Sparkwind the steel ring Sparkwind the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +5% arcane / +5% lightning Changes damage: +3% arcane Mental save: +7 (+4 eff.) Confusion immunity: +27% Rings can have magical properties. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.4 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | envenomed steel ritual blade of channeling (Shrouds) (9.5-12.35 power, 6 apr) envenomed steel ritual blade of channeling (Shrouds) (9.5-12.35 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * poisons the target, causing nature damage equal to half you spellpower per turn and reducing their damage by half your spellpower percent, for 4 turns When wielded/worn: Changes resistances penetration: +8% nature Talent granted: +2 Flame Bolts Mana each turn: +0.11 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Talent on hit(spell): Ooze Spit (10% chance level 2). Curse of Shrouds It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 30 turns. Sharp, short and deadly. |
Around waist | Wretchsmash (Misfortune) Wretchsmash (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +5% lightning / +5% temporal / +3% fire Changes damage: +9% nature Curse of Misfortune A belt that goes around your waist. |
In off hand | Demonwolf the steel shield (Madness) (6 def, 2 armour, 37 block) Demonwolf the steel shield (Madness) (6 def, 2 armour, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 11 cold Damage when hit (Melee): 23 ice Changes resistances: +10% physical Changes damage: +6% arcane Talent granted: +2 Block Critical mult.: +5.00% Curse of Madness Handheld deflection devices. |
Cloak | cashmere cloak 'Sparkthorn' (Nightmares) (6 def, 0 armour) cashmere cloak 'Sparkthorn' (Nightmares) (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +3% blight / +12% fire / +18% light Changes resistances penetration: +10% lightning Stealth bonus: +8 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lisomille the woollen robe (Misfortune) (0 def, 0 armour) Lisomille the woollen robe (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% lightning / +18% nature / +18% acid Changes resistances penetration: +5% mind Changes damage: +11% lightning / +12% nature / +12% acid Critical mult.: +5.00% Equilibrium when hit: +0.12 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the warrior (resist 21%; cure mental, physical) wild infusion of the warrior (resist 21%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 128 for 4 turns) shielding rune of the sneak (absorb 128 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 128 damage for 4 turns. 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. |
shielding rune of the titan (absorb 185 for 4 turns) shielding rune of the titan (absorb 185 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 185 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 285 for 4 turns) shielding rune of the wizard (absorb 285 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 285 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 25) teleportation rune (range 25)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 23) teleportation rune (range 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Eilinugarin EilinugarinInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +1 Str / +6 Lck / +1 Con Changes resistances: +12% blight / +11% temporal / +13% nature Physical save: +3 (+2 eff.) Poison immunity: +25% Disease immunity: +24% Pinning immunity: +20% Knockback immunity: +23% Infravision radius: +2 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Glyda the Stokeroar Glyda the StokeroarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% temporal / +9% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Pinning immunity: +26% Knockback immunity: +25% Amulets can have magical properties. |
Urthitir UrthitirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% darkness Spell save: +3 (+2 eff.) Silence immunity: +10% Amulets can have magical properties. |
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... |
Zubyna the copper amulet Zubyna the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +12% temporal Changes damage: +6% acid Pinning immunity: +23% Knockback immunity: +23% Infravision radius: +2 Amulets can have magical properties. |
stabilizing steel amulet of strength (+2) stabilizing steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
Armorador ArmoradorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Rings can have magical properties. |
Koradurig KoradurigInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +2% physical Changes damage: +3% physical Mental save: +8 (+4 eff.) Stamina each turn: +0.20 Healing mod.: +10% Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
Stormfront (Misfortune) (20-30 power, 2 apr) Stormfront (Misfortune) (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Elenydir (Corpses) (40.5-60.75 power, 2 apr) Elenydir (Corpses) (40.5-60.75 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing Damage (Melee): +19 insidious poison / +4 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +7.0% Physical power: +14 (+8 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +6 Dex Curse of Corpses Massive two-handed mauls. |
Eye of Winter (Shrouds) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Shrouds) (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Shrouds This mindstar glows with a dim cool light, but seems somehow incomplete. |
Aerelle the ash magestaff (Shrouds) (21-25.2 power, 3 apr, physical damage) Aerelle the ash magestaff (Shrouds) (21-25.2 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +5 physical When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Armour: +3 Armour Hardiness: +2% Changes stats: +1 Con / +1 Wil Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Arcwoe the ash magestaff (Shrouds) (15-18 power, 3 apr, physical damage) Arcwoe the ash magestaff (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 lightning When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% lightning Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness damage) Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness damage)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: Darkness 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 (+2 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Misfortune It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 121.19 physical damage to all targets in line. 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. |
Singerebel the ash vilestaff (Misfortune) (15-18 power, 3 apr, physical damage) Singerebel the ash vilestaff (Misfortune) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 16 acid Changes resistances: +3% fire Changes damage: +18% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Gilogas' (Madness) (22-26.4 power, 3 apr, physical damage) ash magestaff 'Gilogas' (Madness) (22-26.4 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +6 physical When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Damage when hit (Melee): 4 mind Changes damage: +15% lightning / +3% acid Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of illumination (Misfortune) (20-24 power, 4 apr, physical damage) cruel yew magestaff of illumination (Misfortune) (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+4 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 94.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (Corpses) (20-28 power, 4 apr) Skullcleaver (Corpses) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Stormlash (Madness) (17-18.7 power, 7 apr) Stormlash (Madness) (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning Curse of Madness It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 23.31 to 69.93 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Glorewyn the hardened leather belt (Madness) Glorewyn the hardened leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +1 Wil Changes resistances: +5% arcane Stealth bonus: +9 Curse of Madness A belt that goes around your waist. |
noble's rough leather belt of resilience (Nightmares) noble's rough leather belt of resilience (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +16% Summoned Maximum life: +31.00 Curse of Nightmares A belt that goes around your waist. |
rough leather belt 'Ivuta' (Nightmares) rough leather belt 'Ivuta' (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Cun Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A belt that goes around your waist. |
Breezewreath (Corpses) (7 def, 0 armour) Breezewreath (Corpses) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sunwend' (Shrouds) (7 def, 0 armour) linen cloak 'Sunwend' (Shrouds) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 8 fire Changes resistances: +6% lightning Changes damage: +6% fire Physical save: +6 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of light (+15%) (Misfortune) (2 def, 0 armour) focusing cashmere robe of light (+15%) (Misfortune) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +5 Mag Changes resistances: +15% light Changes damage: +10% light Mana each turn: +0.15 Psi each turn: +0.13 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polariath (Corpses) (0 def, 5 armour) Polariath (Corpses) (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +1% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +5% Curse of Corpses A pair of boots made of leather. |
Viperstreak the pair of rough leather boots (Nightmares) (0 def, 1 armour) Viperstreak the pair of rough leather boots (Nightmares) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +6% nature Movement speed: +20% Curse of Nightmares A pair of boots made of leather. |
pair of rough leather boots 'Chylar' (Shrouds) (0 def, 1 armour) pair of rough leather boots 'Chylar' (Shrouds) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +3 Con Changes resistances penetration: +6% physical Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum psi: +30.00 Mindpower: +4 (+2 eff.) Healing mod.: +10% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.2 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 129% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Flamewrought (Corpses) (0 def, 2 armour) Flamewrought (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Curse of Corpses It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.38 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Nethel (Madness) (0 def, 1 armour) Nethel (Madness) (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes resistances: +6% fire / +3% temporal Changes damage: +6% temporal Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Confusion immunity: +5% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Madness) (0 def, 0 armour) Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Madness These gloves are coated with a thick, green liquid. |
Wyrmbreath (Misfortune) (0 def, 4 armour) Wyrmbreath (Misfortune) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Misfortune It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.4 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 108.56 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
radiant rough leather gloves of strength (+2) (Shrouds) (0 def, 1 armour) radiant rough leather gloves of strength (+2) (Shrouds) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Armour: +1 Damage (Melee): 7 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +4% light Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of strength (+2) (Corpses) (0 def, 1 armour) restful iron gauntlets of strength (+2) (Corpses) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+5 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +12.00 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of dexterity (+3) (Nightmares) (0 def, 1 armour) temporal iron gauntlets of dexterity (+3) (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Dex Changes resistances: +6% temporal Changes damage: +4% temporal Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Lightningorder the rough leather cap (Misfortune) (0 def, 1 armour) Lightningorder the rough leather cap (Misfortune) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze Changes stats: +1 Str / +2 Wil / +2 Cun Mindpower: +3 (+1 eff.) Light radius: +3 Curse of Misfortune A cap made of leather. |
Relian Garland (Madness) (0 def, 0 armour) Relian Garland (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +10% nature Mental save: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Madness It can be used to activate talent Sleeping Spores (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Release spores into the area to put nearby enemies to sleep for 2 turns. At first you thought it was flower arrangement, but it is designed to worn on your head?! The scent from the tropical flowers makes you feel focussed and sleepy at the same time. |
Saladhessra the iron helm (Nightmares) (0 def, 3 armour) Saladhessra the iron helm (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Wil Changes resistances: +7% cold Allows you to breathe in: water Equilibrium when hit: +0.04 Psi when hit: +0.08 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Gimitta' (Madness) (0 def, 3 armour) hardened leather cap 'Gimitta' (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% lightning / +9% temporal / +6% blight Mental save: +25 (+11 eff.) Psi when hit: +0.04 Maximum psi: +20.00 Curse of Madness A cap made of leather. |
iron helm of constitution (+2) (Misfortune) (0 def, 3 armour) iron helm of constitution (+2) (Misfortune) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of might (Corpses) (0 def, 3 armour) iron helm of might (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Con Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather cap of strength (+3) (Shrouds) (0 def, 1 armour) prismatic rough leather cap of strength (+3) (Shrouds) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +10% light / +11% darkness Curse of Shrouds A cap made of leather. |
rough leather cap of strength (+3) (Shrouds) (0 def, 1 armour) rough leather cap of strength (+3) (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Curse of Shrouds A cap made of leather. |
stabilizing linen wizard hat of light (+15%) (Madness) (1 def, 0 armour) stabilizing linen wizard hat of light (+15%) (Madness) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +15% light Changes damage: +10% light Physical save: +5 (+2 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
Skin of Many (Misfortune) (12 def, 6 armour) Skin of Many (Misfortune) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Misfortune The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Shockquell the steel shield (Madness) (6 def, 2 armour, 42.5 block) Shockquell the steel shield (Madness) (6 def, 2 armour, 42.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind Damage when hit (Melee): 8 acid Changes stats: +4 Con / +2 Mag Changes resistances: +11% light Changes damage: +3% lightning / +3% acid Talent granted: +2 Block Curse of Madness Handheld deflection devices. |
Skeletal Parry (Madness) (10 def, 4 armour, 40 block) Skeletal Parry (Madness) (10 def, 4 armour, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block Curse of Madness It can be used to activate talent Bone Armour (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 273 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
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. |
179 alchemist agate 179 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
5 aquamarine 5 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. |
3 opal 3 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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [fire imp] (level 10, mainhand) demon seed [fire imp] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, mainhand) demon seed [fire imp] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 14, mainhand) demon seed [fire imp] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 17, mainhand) demon seed [fire imp] (level 17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 26, mainhand) demon seed [fire imp] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 28, mainhand) demon seed [fire imp] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 11, mainhand) demon seed [wretchling] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 13, mainhand) demon seed [wretchling] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 14, mainhand) demon seed [wretchling] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, mainhand) demon seed [wretchling] (level 16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 25, mainhand) demon seed [wretchling] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 30, mainhand) demon seed [wretchling] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 9, mainhand) demon seed [wretchling] (level 9, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyroletira the brass lantern Cyroletira the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes damage: +3% mind Mental crit. chance: +2% Light radius: +4 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. |
Ebonybrace the brass lantern Ebonybrace the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +6% fire Changes damage: +6% darkness Maximum life: +42.00 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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Mucusarc [power 81] (20 cooldown) Mucusarc [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% darkness Maximum wards: +2 physical / +3 mind / +3 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +3 Telekinetic Blast +1 Ward Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Veluseba the iron torque of thermal psionic shield [power 23] (20 cooldown) Veluseba the iron torque of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Crackletitan' [power 93] (6 cooldown) iron torque of mindblast 'Crackletitan' [power 93] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Changes damage: +9% mind Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 8 beam (dam 46-93), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Blazespike [power 21] (14 cooldown) Blazespike [power 21] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% lightning It can be used to harden the skin for 7 turns increasing armour by 21 and armour hardiness by 40%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Flashreign the elm totem of cure ailments [power 1] (8 cooldown) Flashreign the elm totem of cure ailments [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes damage: +6% fire It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
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. |
2 citrine 2 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. |
6 zircon 6 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. |
Achievements
By Hades the Halfling Psionic Hero level 17
49th Dusk 122nd year of Ascendancy at 07:15 see stats
By Hades the Halfling Psionic Hero level 25
42nd Haze 122nd year of Ascendancy at 11:14 see stats
By Hades the Halfling Psionic Hero level 10
36th Dusk 122nd year of Ascendancy at 06:03 see stats
By Hades the Halfling Psionic Hero level 20
6th Haze 122nd year of Ascendancy at 18:09 see stats
By Hades the Halfling Psionic Hero level 17
64th Dusk 122nd year of Ascendancy at 00:15 see stats
By Hades the Halfling Psionic Hero level 15
41st Dusk 122nd year of Ascendancy at 19:01 see stats
By Hades the Halfling Psionic Hero level 17
60th Dusk 122nd year of Ascendancy at 20:10 see stats
Log
Grgglck the Devouring Darkness killed Bloated ooze!
Grgglck the Devouring Darkness killed Hades!
Hades receives 8 healing from Unnatural Body.
Hades casts Bathe in Light.
Hades's spell attains critical power!
A shield forms around bloated ooze.
A shield forms around Hades.
A shield forms around The Eidolon.
The Eidolon receives 50 healing from Hades's healing light area effect.
Bloated ooze receives 50 healing from Hades's healing light area effect.
Hades receives 29 healing from Hades's healing light area effect.
The Eidolon receives 50 healing from Hades's healing light area effect.
Bloated ooze receives 50 healing from Hades's healing light area effect.
Hades receives 29 healing from Hades's healing light area effect.
The Eidolon receives 50 healing from Hades's healing light area effect.
Bloated ooze receives 50 healing from Hades's healing light area effect.
Hades receives 29 healing from Hades's healing light area effect.
The Eidolon receives 50 healing from Hades's healing light area effect.
Bloated ooze receives 50 healing from Hades's healing light area effect.
Hades receives 29 healing from Hades's healing light area effect.
Your summoned bloated ooze disappears.
Talent Wild Attunement is ready to use.
The shield around The Eidolon crumbles.
The shield around Hades crumbles.
Saving done.
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Saving game...