
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Steamtech UI 1.1.4 Items Vault 1.3.0Donators/Buyers bonus! Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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: Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 64 / 55% |
Size | medium |
Lifes / Deaths | Killed by Ce'Notira the midge swarm at level 4 on the 74th Pyre 122nd year of Ascendancy at 13:15 1 / 7Killed by Porulemira the large white snake at level 7 on the 76th Pyre 122nd year of Ascendancy at 00:39 Killed by Elywe the large brown snake at level 53 on the 3rd Summertide 122nd year of Ascendancy at 01:21 Killed by Ce'Nisena the rattlesnake at level 53 on the 1st Flare 122nd year of Ascendancy at 23:36 Killed by Areta the great wolf at level 63 on the 10th Flare 122nd year of Ascendancy at 20:19 Killed by Ce'Nisena the rattlesnake at level 63 on the 2nd Dusk 122nd year of Ascendancy at 07:21 Killed by Throw the STONES! at level 64 on the 2nd Dusk 122nd year of Ascendancy at 07:25 |
Primary Stats
Strength | 123 (base 73) |
Dexterity | 45 (base 35) |
Constitution | 87 (base 73) |
Magic | 45 (base 10) |
Willpower | 121 (base 73) |
Cunning | 121 (base 62) |
Resources
Life | 2164/2220 |
Psi | 211/211 |
Equilibrium | 0 |
Healing Factor | 1.24 |
Regeneration | 15.860513991777 |
Speed
Mental | +14.944271909999% |
Attack | +14.944271909999% |
Movement | -45.796683224497% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -27 |
Infravision | 28 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 280 |
Accuracy | 65 |
Crit Chance | 63% |
APR | 23 |
Speed | 0.87 |
Offense: Spell
Spellpower | 44.333333333333 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 85.52 |
Crit Chance | 59% |
Speed | 0.86998680611331 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 81.8 (92%) |
Defense | 27.825 |
Ranged Defense | 27.825 |
Fatigue | 0 |
Physical Save | 75.3875 |
Spell Save | 78.2875 |
Mental Save | 70.6875 |
Defense: Resistances
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Bleed Resistance | 15% |
Confusion Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Poison Resistance | 18% |
Blind Resistance | 84% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 472 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Sand drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Cold drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Survival | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Equipment
On feet | pair of iron boots 'Ichorpiercer' (0 def, 9 armour) pair of iron boots 'Ichorpiercer' (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% * 45% chance to daze Damage when hit (Melee): 12 nature Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances penetration: +5% lightning / +10% nature Changes damage: +15% nature Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Mana each turn: +0.38 Maximum mana: +54.00 Spell crit. chance: +4% Infravision radius: +2 Movement speed: +40% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Quiver | Plagueusher the quiver of ash arrows (100/100, 40.5-56.7 power, 17 apr) Plagueusher the quiver of ash arrows (100/100, 40.5-56.7 power, 17 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Physical crit. chance: +1.5% Capacity: 100 Turns elapse between self-loadings: 1 On weapon hit: * 41% chance to corrode armour * 20% chance to curse the target On weapon crit: * wounds the target Damage (Ranged): +4 acid / +11 darkness / +10 blight / +10 bleed / +8 nature / +11 light Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +16 nature Damage against: +13% Undead Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | brass lantern 'Blindusher' brass lantern 'Blindusher'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +14 Cun / +8 Wil Changes resistances: +7% blight / +7% darkness / +5% arcane Changes resistances penetration: +26% arcane Changes damage: +9% arcane / +6% light / +7% mind Critical mult.: +12.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: -28 Infravision radius: +19 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 32 blight damage or heals 45 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 |
On head | Xerumira (6 def, 9 armour) Xerumira (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +6 Str / +3 Mag Changes resistances: +14% light / +2% physical / +16% darkness / +4% all Critical mult.: +3.00% Physical save: +26 (+6 eff.) Spell crit. chance: +1% Healing mod.: +10% A cap made of leather. Press to compare |
Tool | Xanirinor the Brightcast [power 43] (18 cooldown) Xanirinor the Brightcast [power 43] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid / 4 fire / 4 light Changes resistances: +6% acid / +3% fire / +3% light Changes resistances penetration: +20% fire Changes damage: +3% fire Talent cooldown: Silence (+10 turn) Talent granted: +4 Silence Light radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 18 turns. When used: 200% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Cyrida CyridaInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 8 mind Changes stats: +11 Cun / +11 Wil Changes resistances: +9% temporal / +15% blight / +34% fire / +9% nature / +12% mind Changes damage: +14% fire Mental save: +19 (+5 eff.) Blindness immunity: +10% Poison immunity: +18% Disease immunity: +14% Cut immunity: +15% Confusion immunity: +29% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
On fingers | Lightningvault the copper ring Lightningvault the copper ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 42% * 42% chance to daze Damage when hit (Melee): 4 lightning / 12 nature Changes stats: +3 Dex / +12 Mag / +5 Wil / +7 Cun / +2 Con Changes resistances: +24% acid / +6% lightning Changes resistances penetration: +5% nature Changes damage: +12% acid / +3% nature / +12% lightning Maximum encumbrance: +23 Spell save: +12 (+3 eff.) Maximum stamina: +16.00 Spellpower: +20 (+7 eff.) Rings can have magical properties. Press to compare |
Around waist | Bregogund the rough leather belt Bregogund the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +7 Defense: +7 (+4 eff.) Changes stats: +1 Str / +4 Dex / +4 Cun / +6 Lck Changes resistances: +7% cold / +7% fire Changes resistances penetration: +15% acid / +7% physical Changes damage: +9% acid / +8% physical Reduced damage from: +21% Summoned Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +41 (+9 eff.) Life regen: +1.10 Only die when reaching: -91.00 life Maximum life: +38.00 Infravision radius: +4 Healing mod.: +14% A belt that goes around your waist. Press to compare |
In main hand | Anodan the dwarven-steel greatmaul (68-102 power, 2 apr) Anodan the dwarven-steel greatmaul (68-102 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 30% Wil, 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: * 28% chance to corrode armour * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +17 lightning Burst (radius 1) on hit: +4 acid When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 acid Changes stats: +3 Con Changes resistances penetration: +16% acid / +16% physical / +14% mind / +16% darkness Changes damage: +3% acid / +16% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Life regen: +3.00 See invisible: +6 Massive two-handed mauls. Press to compare |
On hands | iron gauntlets 'Tulamagrim' (0 def, 1 armour) iron gauntlets 'Tulamagrim' (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +1 Effects on melee hit: * 30% chance to corrode armour * 30% chance to gain 10% of a turn Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes resistances: +15% acid Changes damage: +5% acid Critical mult.: +7.00% Spell crit. chance: +7% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). On weapon hit: * 20% chance to gain 10% of a turn * 40% chance to corrode armour Burst (radius 2) on crit: +7 acid Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | stralite plate armour 'Flashravage' (7 def, 35 armour) stralite plate armour 'Flashravage' (7 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +35 Defense: +7 (+4 eff.) Fatigue: +39% Changes stats: +4 Mag / +10 Wil / +8 Cun / +9 Con Changes resistances: +64% acid / +11% physical / -17% light / +13% darkness / +20% fire / +12% cold / +9% arcane / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +9% mind Physical save: +9 (+2 eff.) Spell save: +30 (+6 eff.) Mental save: +27 (+7 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 A suit of armour made of metal plates. Press to compare |
Cloak | Morningsquall (1 def, 0 armour) Morningsquall (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Wil / +10 Mag Changes resistances: +6% blight / +14% temporal / +14% darkness / +9% light Changes resistances penetration: +10% arcane / +25% light Changes damage: +3% light / +6% blight Critical mult.: +14.00% Stealth bonus: +7 Spell save: +7 (+2 eff.) Maximum mana: +47.00 Spell crit. chance: +10% Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. 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 |
Around neck | Shimmerreaper the copper amulet Shimmerreaper the copper amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +2 Mag Changes resistances: +6% acid / +12% darkness / +12% light / +13% mind / +9% lightning Changes resistances penetration: +5% lightning / +10% acid Changes damage: +5% acid / +5% fire / +5% lightning / +5% cold Blindness immunity: +37% Confusion immunity: +22% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. Press to compare |
Inventory
shielding rune of the psychic (absorb 427 for 4 turns) shielding rune of the psychic (absorb 427 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: 19 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 427 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Cyruwyn CyruwynInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +3 Con Changes resistances: +6% mind / +12% temporal Changes resistances penetration: +15% temporal Changes damage: +6% mind Physical save: +8 (+2 eff.) Blindness immunity: +16% Pinning immunity: +23% Knockback immunity: +22% Life regen: +1.10 Maximum life: +36.00 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. Press to compare |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
copper amulet 'Airwreath' copper amulet 'Airwreath'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +12% lightning / +9% fire Changes resistances penetration: +5% lightning Changes damage: +3% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. Press to compare |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. Press to compare |
Sunstone the copper ring Sunstone the copper ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 16 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +11% acid / +22% darkness / +12% cold / +18% fire / +11% lightning / +6% light Changes damage: +11% darkness Mindpower: +5 (+1 eff.) Light radius: +3 Rings can have magical properties. Press to compare |
copper ring 'Gloworder' copper ring 'Gloworder'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 8 light Changes stats: +5 Str / +7 Cun / +5 Con Changes resistances: +3% light / +24% fire Changes damage: +27% fire Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +24% Hate when firing a critical mind attack: +2.00 Maximum life: +26.00 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
copper ring 'Kindlesmash' copper ring 'Kindlesmash'Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 fire Changes damage: +12% fire Blindness immunity: +24% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings can have magical properties. Press to compare |
copper ring 'Shinepanic' copper ring 'Shinepanic'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +5 Cun / +5 Dex Changes resistances: +15% light Changes damage: +6% light Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. Press to compare |
Alyhir the gold ring Alyhir the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+4 eff.) Fatigue: -7% Changes stats: +4 Mag / +8 Wil / +6 Cun Changes resistances: +28% fire Changes resistances penetration: +10% acid Changes damage: +14% fire Maximum encumbrance: +27 Mindpower: +11 (+2 eff.) Light radius: +2 Infravision radius: +2 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. Press to compare |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 110% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 138.90 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. Press to compare |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 110% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Press to compare |
iron battleaxe (17-25.5 power, 1 apr) iron battleaxe (17-25.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 30% Wil, 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 |
Stormfront (20-30 power, 2 apr) Stormfront (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 stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 The blade glows faintly blue, and reflects a sky full of stormy clouds. Press to compare |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 30% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Press to compare |
acidic iron greatmaul (17.5-26.25 power, 1 apr) acidic iron greatmaul (17.5-26.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Massive two-handed mauls. Press to compare |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Press to compare |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 30% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Press to compare |
Rotresolve (66-105.6 power, 3 apr) Rotresolve (66-105.6 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 34% chance to disease * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +34 blight / +4 temporal / +8 mind When wielded/worn: Armour penetration: +19 Changes resistances: +9% mind Changes resistances penetration: +10% temporal / +17% darkness / +19% physical / +24% mind / +15% nature Changes damage: +13% physical / +6% temporal Massive two-handed swords. Press to compare |
flaming dwarven-steel waraxe of massacre (29-40.6 power, 4 apr) flaming dwarven-steel waraxe of massacre (29-40.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire One-handed war axes. Press to compare |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Press to compare |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. Press to compare |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 300.57 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Press to compare |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire 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: 65% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. Press to compare |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. Press to compare |
vined mindstar of life (5-5.5 power, 18 apr, nature damage) vined mindstar of life (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 65% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. Press to compare |
quiver of elm arrows 'Fogslice' (23/23, 16-22.4 power, 5 apr) quiver of elm arrows 'Fogslice' (23/23, 16-22.4 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 23 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +8 nature / +7 temporal / +12 darkness Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. Press to compare |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. Press to compare |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 30% Wil, 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. 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 |
rough leather armour of Eyal (1 def, 2 armour) rough leather armour of Eyal (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +1.10 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of leather. Press to compare |
spiked cured leather armour of temporal resistance (2 def, 4 armour) spiked cured leather armour of temporal resistance (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +19% temporal A suit of armour made of leather. Press to compare |
Arcprophet (3 def, 12 armour) Arcprophet (3 def, 12 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +15% Effects on melee hit: * 20% chance to gain 10% of a turn * 15% chance to daze Damage when hit (Melee): 4 lightning / 12 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +9% lightning / +17% fire Changes resistances penetration: +15% temporal Changes damage: +3% lightning / +6% temporal Physical save: +7 (+2 eff.) Mental save: +12 (+3 eff.) A suit of armour made of metal plates. Press to compare |
Stormbait the iron plate armour (3 def, 7 armour) Stormbait the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 12 physical Changes stats: +3 Str / +4 Wil / +4 Cun / +3 Con Changes resistances: +6% mind / +24% lightning Changes damage: +6% mind Mental save: +40 (+10 eff.) Psi when hit: +0.12 Maximum life: +39.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. Press to compare |
prismatic iron plate armour of acid resistance (3 def, 7 armour) prismatic iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes resistances: +15% acid / +10% light / +11% darkness A suit of armour made of metal plates. Press to compare |
Gunuvon GunuvonPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Changes stats: +4 Dex / +2 Mag / +1 Wil / +4 Cun / +6 Lck Changes resistances penetration: +15% blight Changes damage: +6% mind Reduced damage from: +17% Summoned Critical mult.: +10.00% Trap disarming bonus: +8 Stealth bonus: +7 Physical save: +13 (+3 eff.) Mana each turn: +0.20 Maximum mana: +47.00 Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A belt that goes around your waist. Press to compare |
Nedin NedinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 arcane / 4 blight Changes stats: +4 Dex / +5 Mag / +4 Wil / +4 Cun Changes resistances penetration: +5% blight Critical mult.: +5.00% Spell save: +18 (+4 eff.) Mental save: +7 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +6% A belt that goes around your waist. Press to compare |
rough leather belt 'Olokan' rough leather belt 'Olokan'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Changes damage: +3% physical Reduced damage from: +17% Summoned Reduces incoming crit damage: 10.00% Only die when reaching: -20.00 life Maximum life: +35.00 A belt that goes around your waist. Press to compare |
Glorada (7 def, 0 armour) Glorada (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +10% light / +12% fire Stealth bonus: +7 Spell save: +15 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +20.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
linen cloak 'Phlegmcrack' (8 def, 6 armour) linen cloak 'Phlegmcrack' (8 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Wil Changes resistances: +6% nature / +12% cold Changes damage: +9% nature / +12% arcane Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) 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 |
Unriganeg (3 def, 6 armour) Unriganeg (3 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 4 mind Changes resistances: +6% temporal Changes resistances penetration: +15% mind / +6% physical Changes damage: +18% mind / +15% temporal Stamina each turn: +0.30 Maximum life: +34.00 Infravision radius: +2 Movement speed: +10% A pair of boots made of leather. Press to compare |
pair of rough leather boots 'Betheremina' (0 def, 1 armour) pair of rough leather boots 'Betheremina' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Wil / +2 Cun / +1 Con Grants telepathy: Humanoid/Orc Maximum encumbrance: +22 Physical save: +6 (+2 eff.) A pair of boots made of leather. Press to compare |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (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: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Daguthad the Bleakgrind (0 def, 1 armour) Daguthad the Bleakgrind (0 def, 1 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Damage when hit (Melee): 8 mind Changes resistances: +6% lightning Changes damage: +4% lightning / +3% mind When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). On weapon hit: * 40% chance to inflict damage reduction Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +6 lightning Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Flamewrought (0 def, 2 armour) Flamewrought (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 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 132.46 fire damage. The damage will increase with your Mindpower. Attackspeed is 100% for non-Brawlers! These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
Sludgegrip (0 def, 0 armour) Sludgegrip (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 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. Press to compare |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 A cap made of leather. Press to compare |
rough leather cap 'Blindmoon' (0 def, 1 armour) rough leather cap 'Blindmoon' (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Dex / +4 Wil / +3 Cun Changes resistances: +12% light / +7% physical / +13% mind / +6% fire Changes resistances penetration: +5% light / +5% fire Changes damage: +6% fire Physical save: +7 (+2 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +25% Light radius: +3 A cap made of leather. Press to compare |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (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: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. Press to compare |
10 agate 10 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. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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. |
1554 alchemist agate 1554 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 |
Hettirath HettirathInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +3% lightning / +6% cold / +5% arcane Changes resistances penetration: +6% all Spell save: +25 (+5 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +23% Poison immunity: +5% Confusion immunity: +17% Maximum life: +43.00 Light radius: +7 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. 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 |
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 |
brass lantern 'Blastterror' brass lantern 'Blastterror'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 26 fire Changes stats: +4 Str / +1 Mag / +1 Wil / +2 Con Changes resistances: +12% fire Changes resistances penetration: +7% all Reduces incoming crit damage: 5.00% Light radius: +7 Infravision 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 4 (based on Magic) detrimental mental effects, costing 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
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 (165 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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. |
Bukan the iron torque of kinetic psionic shield [power 21] (12 cooldown) Bukan the iron torque of kinetic psionic shield [power 21] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Mag / +2 Wil Changes resistances: +5% arcane Grants telepathy: Dragon Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence See invisible: +9 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 21 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Stokehunt the elm totem of thorny skin [power 32] (26 cooldown) Stokehunt the elm totem of thorny skin [power 32] (26 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% fire Changes damage: +6% blight Reduces incoming crit damage: 15.00% Spell save: +18 (+4 eff.) Knockback immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 30%, putting all charms on cooldown for 26 turns. When used: 300% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By Throw the STONES! the Cornac Wyrmic level 36
6th Mirth 122nd year of Ascendancy at 04:20 see stats
By Throw the STONES! the Cornac Wyrmic level 10
76th Pyre 122nd year of Ascendancy at 05:09 see stats
By Throw the STONES! the Cornac Wyrmic level 20
1st Mirth 122nd year of Ascendancy at 08:53 see stats
By Throw the STONES! the Cornac Wyrmic level 30
5th Mirth 122nd year of Ascendancy at 06:29 see stats
By Throw the STONES! the Cornac Wyrmic level 40
6th Mirth 122nd year of Ascendancy at 06:41 see stats
By Throw the STONES! the Cornac Wyrmic level 50
8th Mirth 122nd year of Ascendancy at 10:49 see stats
By Throw the STONES! the Cornac Wyrmic level 53
5th Flare 122nd year of Ascendancy at 01:19 see stats
By Throw the STONES! the Cornac Wyrmic level 33
5th Mirth 122nd year of Ascendancy at 17:39 see stats
By Throw the STONES! the Cornac Wyrmic level 64
2nd Dusk 122nd year of Ascendancy at 07:25 see stats
By Throw the STONES! the Cornac Wyrmic level 53
1st Flare 122nd year of Ascendancy at 20:37 see stats
By Throw the STONES! the Cornac Wyrmic level 44
8th Mirth 122nd year of Ascendancy at 02:10 see stats
By Throw the STONES! the Cornac Wyrmic level 31
5th Mirth 122nd year of Ascendancy at 15:12 see stats
Log
Throw the STONES! shrugs off the effect 'Slow'!
Something hits Throw the STONES! for 12 acid damage.
Ce'Nisena the rattlesnake uses Kneecapper.
Ce'Nisena the rattlesnake performs a ranged critical strike against Throw the STONES!!
Throw the STONES! shrugs off the effect 'Slow movement'!
Ce'Nisena the rattlesnake hits Throw the STONES! for 621 physical damage.
Throw the STONES! the level 63 cornac wyrmic was shattered to death by Ce'Nisena the rattlesnake on level 1 of The Maze.
You have 1 life(s) left.
Throw the STONES! deactivates Icy Skin.
Throw the STONES! stops regenerating health quickly.
Throw the STONES! deactivates Wild Growth.
Throw the STONES! stops bleeding.
Throw the STONES! speeds up.
Throw the STONES! is free from the acid.
Throw the STONES! deactivates Elemental Harmony.
Throw the STONES! is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ce'Nisena the rattlesnake killed Throw the STONES!!
Saving done.
Talent Venomous Breath is ready to use.
Talent Ice Breath is ready to use.
Talent Dissolve is ready to use.
Talent Sand Breath is ready to use.
Welcome to level 64 [Throw the STONES!].
Throw the STONES! has 3 stat point(s), 3 class talent point(s), 26 generic talent point(s) to spend. Press p to use them.
New Achievement: Take you with me (Uniques)!
Saving game...