Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Infinite Dungeon Merchants 1.5.104 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
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If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite Cat Points 1.4.0One Cat Point per level. Items Vault 1.5.0Donators/Buyers bonus! 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 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
magebow class v18 1.3.1Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Deathknight |
Level / Exp | 150 / 67% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 261 (base 100) |
Dexterity | 210 (base 100) |
Constitution | 205 (base 100) |
Magic | 177 (base 100) |
Willpower | 203 (base 100) |
Cunning | 193 (base 100) |
Resources
Mana | 1408/1408 |
Life | 20895/20895 |
Soul | 27/27 |
Insanity | 0/100 |
Psi | 182/182 |
Vim | 676/676 |
Positive | 497/497 |
Steam | 70/100 |
Hate | 100/100 |
Healing Factor | 2.448 |
Regeneration | 1238.3208 |
Speed
Mental | +49% |
Attack | +49% |
Movement | +69% |
Spell | +49% |
Global | +155% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 18 |
See Stealth | 152.11465888165 |
See Invisible | 152.11465888165 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 966 |
Accuracy | 120 |
Crit Chance | 163% |
APR | 43 |
Speed | 0.67 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 242 |
Crit Chance | 100% |
Speed | 0.67114093959732 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 248 |
Crit Chance | 100% |
Speed | 0.67114093959732 |
Offense: Damage Bonus
Acid | +32% |
Blight | +21% |
Arcane | +27% |
Cold | +34% |
All | +15% |
Lightning | +92% |
Light | +46% |
Darkness | +51% |
Fire | +92% |
Mind | +24% |
Offense: Damage Penetration
Arcane | +30% |
Cold | +69% |
All | +10% |
Lightning | +23% |
Light | +20% |
Temporal | +45% |
Darkness | +63% |
Physical | +20% |
Mind | +25% |
Nature | +27% |
Defense: Base
Armour (hardiness) | 417.28219992796 (100%) |
Defense | 101 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 122 |
Spell Save | 92 |
Mental Save | 125 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 50%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 59%( 70%) |
Light | + 65%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 62%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Disarm Resistance | 41% |
Silence Resistance | 58% |
Confusion Resistance | 100% |
Stun Resistance | 83% |
Pinning Resistance | 36% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.20 |
| 6/5 |
| 14/5 |
| 6/5 |
| 6/5 |
Spell / Nightfall | 1.20 |
| 6/5 |
| 2/5 |
| 6/5 |
| 6/5 |
Spell / Frost | 1.50 |
| 15/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Dread | 1.50 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Necrotic might | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 10/5 |
Corruption / Plague | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dusk | 1.50 |
| 2/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Chronomancy / Flux | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undeath | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Meta | 1.00 |
| 9/5 |
| 15/5 |
| 10/5 |
| 7/5 |
Steamtech / Psytech gunnery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 6/5 |
| 6/5 |
| 15/5 |
| 10/5 |
Spell / Desecration | 1.50 |
| 6/5 |
| 6/5 |
| 15/5 |
| 7/5 |
Steamtech / Dread | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 7/5 |
| 15/5 |
| 7/5 |
| 7/5 |
Spell / Shades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 6/5 |
| 12/5 |
| 6/5 |
| 6/5 |
Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Squire | 1.50 |
| 10/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Steamtech / Thoughts of iron | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Soul | 1.50 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Necrosis | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 6/5 |
| 6/5 |
| 2/5 |
| 6/5 |
Spell / Ice | 1.20 |
| 7/5 |
| 15/5 |
| 7/5 |
| 6/5 |
Cursed / Advanced shadowmancy | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Steamtech / Battle machinery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 15/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 15/5 |
| 7/5 |
| 15/5 |
| 15/5 |
Psionic / Dream Smith | 1.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Aether | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Advanced necrotic minions | 1.20 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Spell / Advanced-golemancy | 1.20 |
| 9/5 |
| 9/5 |
| 12/5 |
| 12/5 |
Psionic / Action at a distance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.20 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Golemancy | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 6/5 |
Generic Talents
Demented / Beyond sanity | 1.20 |
| 15/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 15/5 |
| 15/5 |
| 12/5 |
| 15/5 |
Spell / Reaping | 1.50 |
| 15/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Combat training | 1.30 |
| 15/5 |
| 15/5 |
| 0/5 |
| 15/5 |
| 15/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Soulforge | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Corruption / Curses | 1.20 |
| 15/5 |
| 12/5 |
| 15/5 |
| 15/5 |
Psionic / Dream Forge | 1.20 |
| 15/5 |
| 12/5 |
| 15/5 |
| 15/5 |
Steamtech / Physics | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.20 |
| 12/5 |
| 15/5 |
| 15/5 |
| 0/5 |
Spell / Stone alchemy | 1.10 |
| 13/5 |
| 13/5 |
| 13/5 |
| 12/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Fiery Hands |
talent | Spirit Feed |
talent | Rime |
talent | Jinxed Touch |
talent | Inner Power |
talent | Chaos Orbs |
talent | Arcane Power |
talent | Shock Hands |
talent | Uttercold |
talent | Gestalt |
talent | Forge Shield |
talent | Spellcraft |
talent | Dark Ritual |
talent | Vampiric Gift |
talent | Necrotic Aura |
talent | Dreamforge |
talent | Squire: Melee |
talent | Quicken Spells |
talent | Shadow of Death |
beneficial effect | Prevents the target from dying until they fall below -1348 life. Soul Fragment |
beneficial effect | Steampower increased by 65. Gestalt |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+26). Continuum Destabilization |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +1. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Equipment
On feet | Sewerslice the pair of hardened leather boots (0 def, 3 armour) Sewerslice the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Wil / +6 Cun / +5 Con Changes resistances: +42% temporal / +44% darkness / +33% fire / +9% nature / +33% cold Changes resistances penetration: +30% temporal / +35% darkness / +5% nature Changes damage: +9% darkness Maximum encumbrance: +34 Physical save: +43 (+6 eff.) Spell save: +31 (+6 eff.) Mental save: +32 (+5 eff.) Silence immunity: +38% Confusion immunity: +36% Stun/Freeze immunity: +38% Spellpower: +5 (+0 eff.) Movement speed: +20% Defense after a teleport: +38 Resist all after a teleport: +29% New effects duration reduction after a teleport: +43% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (212 power, based on Willpower), costing 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Prismhunger the voratun helm (7 def, 13 armour) Prismhunger the voratun helm (7 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 42% chance to blind Changes stats: +25 Str / +44 Dex / +21 Wil / +9 Cun / +11 Con Changes resistances: +9% physical / +50% darkness / +15% blight / -34% light / +45% mind / +7% all Changes resistances penetration: +10% light Changes damage: +21% light / +6% arcane Physical save: +59 (+8 eff.) Mental save: +84 (+12 eff.) Confusion immunity: +70% Life regen: +7.70 Mindpower: +6 (+0 eff.) Light radius: +4 Infravision radius: +13 It can be used to activate talent Battle Cry, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 8 power out of 25/25) : Effective talent level: 3.3 Power cost: 8 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | 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 (+0 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 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 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 57 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 50% 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. |
On fingers | mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
On fingers | titan's copper ring of corrosion (+22%) titan's copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +4 (+0 eff.) Rings can have magical properties. |
Around neck | archmage's gold amulet archmage's gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +7% fire / +6% cold / +7% lightning Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
In main hand | Ce'Nitha the Hellbraze (61.5-86.1 power, 5 apr) Ce'Nitha the Hellbraze (61.5-86.1 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 61.5 - 86.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 29% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +13 nature / +17 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +38.0% Defense: +11 (+2 eff.) Changes stats: +4 Str / +3 Dex / +5 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +6% fire / +12% temporal / +8% all Changes resistances penetration: +13% lightning / +5% temporal / +12% nature / +20% arcane Critical mult.: +10.00% Disarm immunity: +41% Vim when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Blunt and deadly. |
Around waist | spiritwalker's hardened leather belt of dampening spiritwalker's hardened leather belt of dampeningPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Mana each turn: +0.40 Maximum mana: +35.00 A belt that goes around your waist. |
In off hand | dwarven-steel shield 'Manalamas' (8 def, 2 armour, 27.5-33 power, 88 block) dwarven-steel shield 'Manalamas' (8 def, 2 armour, 27.5-33 power, 88 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +88 On weapon hit: * 40% chance to cause random gloom * 19% chance to corrode armour by 30% Damage (Melee): +14 light Burst (radius 2) on crit: +21 light / +24 darkness When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid Effects when hit in melee: * 18% chance to blind Damage when hit (Melee): 22 acid / 12 mind Changes stats: +3 Mag / +5 Con Changes resistances: +21% acid / +27% light / +9% blight / +3% mind / +10% darkness Changes resistances penetration: +15% mind Changes damage: +6% blight / +9% mind Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cloak | elven-silk cloak 'Fogsun' (18 def, 13 armour) elven-silk cloak 'Fogsun' (18 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +56 (+8 eff.) Armour penetration: +24 Armour: +13 Defense: +18 (+3 eff.) Fatigue: -10% Changes stats: +4 Str / +7 Dex / +2 Mag / +2 Wil / +10 Cun / +6 Con Changes resistances: +20% blight / +29% cold / +19% nature / +24% darkness Changes resistances penetration: +18% darkness Changes damage: +27% darkness / +6% arcane Grants telepathy: Humanoid/Orc Critical mult.: +30.00% Reduces incoming crit damage: 5.00% Stealth bonus: +38 Physical save: +57 (+8 eff.) Mental save: +44 (+7 eff.) Life regen: +3.00 Only die when reaching: -150.00 life Maximum life: +168.00 Maximum stamina: +40.00 Infravision radius: +2 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Giloroddakhad (11 def, 47 armour) Giloroddakhad (11 def, 47 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +47 Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +17% Damage when hit (Melee): 19 light / 16 physical Changes stats: +10 Str / +3 Dex / +20 Wil / +14 Cun / +12 Con Changes resistances: +10% lightning / +39% darkness / +49% fire / +33% acid / +12% physical / +37% blight / +82% cold / +9% mind / +6% light Changes resistances penetration: +10% physical Physical save: +11 (+1 eff.) Mental save: +54 (+8 eff.) Silence immunity: +20% Life regen: +2.50 Only die when reaching: -60.00 life Maximum life: +220.00 Light radius: +4 Healing mod.: +22% A suit of armour made of metal plates. |
Inventory
wild infusion of the warrior (resist 39%; cure mental) wild infusion of the warrior (resist 39%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 39% 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. |
manasurge rune of the wizard (1308% regen over 10 turns; 65 instant mana) manasurge rune of the wizard (1308% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1308% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Cyroletta the Lustrerupture Cyroletta the LustrerupturePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 39% chance to blind Damage (Melee): 15 light / 12 darkness Effects when hit in melee: * 9% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +16 Mag Changes resistances: +6% temporal Changes resistances penetration: +20% arcane / +10% light Changes damage: +8% lightning / +6% temporal / +15% light / +21% fire / +6% acid / +10% physical / +13% blight / +8% cold / +13% darkness Talent mastery: +0.28 Chronomancy / Speed Control Critical mult.: +20.00% Physical save: +25 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +25 (+4 eff.) Mana each turn: +1.02 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +103.00 Spellpower: +17 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +0.90 Amulets can have magical properties. |
vitalizing copper amulet of perfection (0.16 Cunning / Survival,0.16 Demented / Beyond sanity) vitalizing copper amulet of perfection (0.16 Cunning / Survival,0.16 Demented / Beyond sanity)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.16 Cunning / Survival +0.16 Demented / Beyond sanity Physical save: +8 (+1 eff.) Life regen: +1.10 Maximum life: +39.00 Amulets can have magical properties. |
Sewerterror SewerterrorPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 39% * 20% chance to blind Damage (Melee): 32 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 28 light Changes stats: +5 Mag / +14 Wil / +11 Cun Changes resistances: +18% acid / +18% cold / +18% fire / +6% arcane / +17% lightning Changes resistances penetration: +10% arcane Changes damage: +6% arcane Physical save: +11 (+1 eff.) Spell save: +33 (+7 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +32% Silence immunity: +32% Stun/Freeze immunity: +32% Life regen: +2.40 Mana each turn: +0.34 Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Mindpower: +9 (+0 eff.) Infravision radius: +5 See stealth: +13 See invisible: +12 Rings can have magical properties. |
gold ring of nature (+24%) gold ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
dwarven-steel dagger 'Earthstinger' (27.5-35.75 power, 7 apr) dwarven-steel dagger 'Earthstinger' (27.5-35.75 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% On weapon hit: * Slows global speed by 20% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 mind When wielded/worn: Accuracy: +24 (+4 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 4 mind Changes stats: +4 Dex Changes resistances: +12% nature Changes damage: +3% nature Disarm immunity: +58% Sharp, short and deadly. |
iron dagger 'Shinewoe' (13-16.9 power, 5 apr) iron dagger 'Shinewoe' (13-16.9 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 13.0 - 16.9 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 14% chance to inflict 15% damage reduction * 15% chance to disease * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 59 bleeding, 105% reduced healing * splashes the target with acid * cripple the target Damage (Melee): +7 lightning / +8 light / +16 blight / +7 temporal / +7 acid Burst (radius 1) on hit: +4 light / +8 physical Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +20 Physical crit. chance: +18.0% Physical power: +18 (+1 eff.) Armour: +22 Damage when hit (Melee): 7 temporal Changes stats: +6 Con Changes resistances: +7% temporal Changes resistances penetration: +30% physical / +6% mind / +6% darkness Changes damage: +6% physical Disarm immunity: +24% Stamina each turn: +0.20 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
stralite greatsword 'Blazeseam' (50-80 power, 3 apr) stralite greatsword 'Blazeseam' (50-80 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +8 lightning / +16 darkness / +8 blight Burst (radius 2) on crit: +4 blight Damage against: +21% Living When wielded/worn: Accuracy: +19 (+3 eff.) Physical crit. chance: +31.0% Defense: +17 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 lightning Changes resistances: +9% blight / +3% temporal / +10% all Changes resistances penetration: +20% acid / +21% lightning / +21% fire / +19% nature / +21% cold Changes damage: +12% lightning Disarm immunity: +50% Massive two-handed swords. |
Cureoath the dwarven-steel longsword (43.5-60.9 power, 4 apr) Cureoath the dwarven-steel longsword (43.5-60.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 18% chance to corrode armour by 30% Damage (Melee): +11 cold When wielded/worn: Armour penetration: +11 Changes stats: +2 Cun Changes resistances penetration: +9% acid / +10% physical Changes damage: +10% physical / +9% nature / +9% mind Life regen: +1.70 Equilibrium when hit: +0.16 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
Salytta the Airbender (31-43.4 power, 5 apr) Salytta the Airbender (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +36 temporal Burst (radius 2) on crit: +17 fire When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Wil / +5 Cun Changes resistances penetration: +13% fire Changes damage: +12% lightning / +9% temporal Global speed: +5% Sharp, long, and deadly. |
Morningweeper the voratun waraxe (55-77 power, 6 apr) Morningweeper the voratun waraxe (55-77 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 56% chance to blind * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 62 bleeding, 107% reduced healing Damage (Melee): +38 temporal / +17 darkness / +16 light / +38 nature Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +12 nature Damage against: +20% Living When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +42 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +10% all Changes resistances penetration: +15% mind / +40% physical / +15% darkness / +15% nature Changes damage: +9% nature / +27% physical / +3% arcane / +3% light Disarm immunity: +50% Light radius: +4 One-handed war axes. |
Xowe the dwarven-steel waraxe (25-35 power, 7 apr) Xowe the dwarven-steel waraxe (25-35 power, 7 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.5% Attack speed: 111% Damage (Melee): +13 nature / +12 temporal When wielded/worn: Accuracy: +41 (+6 eff.) Changes stats: +11 Str / +4 Dex Changes damage: +27% physical Reduces incoming crit damage: 15.00% Stamina when hit: +3.80 Infravision radius: +3 Healing mod.: +30% One-handed war axes. |
iron waraxe 'Growthbait' (11-15.4 power, 2 apr) iron waraxe 'Growthbait' (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to daze at end of turn Damage (Melee): +8 acid Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +3% nature Changes resistances penetration: +7% lightning / +6% physical / +5% acid Changes damage: +3% nature One-handed war axes. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
Emelygawe (1 def, 0 armour) Emelygawe (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Mag / +3 Cun Changes resistances: +6% acid Changes damage: +9% acid Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 10 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Magmawinter the hardened leather gloves (0 def, 2 armour) Magmawinter the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +14.0% Armour: +2 Fatigue: -6% Damage (Melee): 11 cold Changes stats: +4 Dex / +2 Cun / +3 Con Changes resistances: +9% blight / +8% cold / +6% fire Changes damage: +7% cold Critical mult.: +11.00% Physical save: +22 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% Life regen: +6.40 Stamina each turn: +2.30 Psi each turn: +0.22 Maximum stamina: +28.00 Spell crit. chance: +14% Mental crit. chance: +9% Light radius: +3 See invisible: +9 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +12 blight / +16 physical Burst (radius 2) on crit: +11 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Siliyanor (0 def, 11 armour) Siliyanor (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +16 Str / +4 Dex / +2 Mag / +10 Wil / +10 Cun / +15 Con Changes resistances: +15% nature / +12% cold / -40% light / +15% fire Changes damage: +12% mind Critical mult.: +5.00% Spell save: +9 (+2 eff.) Mental save: +15 (+3 eff.) Life regen: +8.00 Psi when hit: +0.04 Mana when firing critical spell: +1.00 Maximum life: +108.00 Maximum mana: +40.00 Maximum vim: +30.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +4% Light radius: +2 Infravision radius: +4 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Skullcracker, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3133.2 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
linen wizard hat 'Hellbore' (1 def, 2 armour) linen wizard hat 'Hellbore' (1 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +4 Mag / +12 Wil / +8 Cun / +2 Con Changes resistances: +4% lightning / +22% temporal / +4% light / +10% fire / +4% nature / +4% acid / +8% physical / +4% blight / +4% cold / +12% darkness Changes resistances penetration: +10% nature / +10% fire Changes damage: +6% acid / +8% physical / +8% darkness / +6% lightning / +6% nature / +12% fire / +6% arcane / +6% cold Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum hate: +7.00 Spellpower: +4 (+0 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +2% Infravision radius: +5 See stealth: +9 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Stone Wall, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 18 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 395.09 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Lelodan' (0 def, 1 armour) rough leather cap 'Lelodan' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +3 Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% acid / +6% fire / +7% lightning / +6% cold Changes resistances penetration: +15% blight / +10% physical Stamina when hit: +1.00 Equilibrium when hit: +0.90 A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +11 (+1 eff.) A cap made of leather. |
Lisetha (14 def, 22 armour) Lisetha (14 def, 22 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +7.0% Armour: +22 Defense: +14 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +31% Damage when hit (Melee): 20 physical Changes stats: +7 Str / +13 Wil / +9 Cun / +15 Con Changes resistances: +41% acid / +22% physical / +15% darkness / +12% lightning / +28% fire / +13% cold / -20% light Changes damage: +6% physical Physical save: +31 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +35 (+5 eff.) Maximum life: +94.00 Maximum stamina: +5.00 See invisible: +9 A suit of armour made of mail. |
iron mail armour 'Runadodas' (2 def, 4 armour) iron mail armour 'Runadodas' (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +1 Dex / +3 Wil / +4 Cun / +3 Con Maximum life: +37.00 See invisible: +3 A suit of armour made of mail. |
Splendourbone (9 def, 16 armour) Splendourbone (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+1 eff.) Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +9 Str / +10 Mag / +8 Wil Changes resistances: +47% lightning / +9% physical / +9% mind / +30% fire Changes resistances penetration: +10% light Changes damage: +6% light / +3% arcane Physical save: +18 (+2 eff.) Mental save: +25 (+4 eff.) Spellpower: +19 (+1 eff.) Spell crit. chance: +9% Mindpower: +25 (+1 eff.) Mental crit. chance: +7% Light radius: +3 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Talent mastery: +0.20 Technique / Umbral arts Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Timekeeper (4 def, 2 armour, 9-10.8 power, 20 block) Timekeeper (4 def, 2 armour, 9-10.8 power, 20 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Teleport immunity: +100% Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
steel shield 'Phoenixbolt' (6 def, 10 armour, 38.5-46.2 power, 105.5 block) steel shield 'Phoenixbolt' (6 def, 10 armour, 38.5-46.2 power, 105.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 38.5 - 46.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +106 On weapon hit: * 58% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +13 lightning / +14 light / +16 temporal / +16 cold / +14 fire Burst (radius 1) on hit: +4 fire / +8 temporal When wielded/worn: Physical crit. chance: +15.0% Physical power: +21 (+2 eff.) Armour: +10 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to daze at end of turn * 16% chance to gain 10% of a turn (3/turn limit) * 22% chance to blind Damage when hit (Melee): 14 ice / 30 fire Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +10 Con Changes resistances: +44% lightning / +23% temporal / +14% light / +23% cold / +9% acid / +86% fire Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +6% fire / +9% temporal Talents granted: +1 Ward +2 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
127 alchemist agate 127 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. |
5 onyx 5 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 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. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (6/6) Rod of Recall (6/6)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 59 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. |
pouch of stralite shots 'Blazeshaper' (19/100, 61.5-73.8 power, 25 apr) pouch of stralite shots 'Blazeshaper' (19/100, 61.5-73.8 power, 25 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 61.5 - 73.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +29.5% Capacity: 100 Turns elapse between self-loadings: 0 On weapon hit: * 52% chance to blind * Random elemental explosion * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +16 lightning / +80 physical / +8 light / +12 arcane / +12 mind Burst (radius 2) on crit: +8 arcane / +4 light Shots are used with slings to pummel your foes to death. |
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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Decidrion the Cornac Deathknight level 7
77th Pyre 122nd year of Ascendancy at 04:28 see stats
By Decidrion the Cornac Deathknight level 133
33rd Dusk 122nd year of Ascendancy at 21:00 see stats
By Decidrion the Cornac Deathknight level 81
25th Dusk 122nd year of Ascendancy at 23:36 see stats
By Decidrion the Cornac Deathknight level 77
9th Dusk 122nd year of Ascendancy at 01:05 see stats
By Decidrion the Cornac Deathknight level 50
7th Dusk 122nd year of Ascendancy at 00:09 see stats
By Decidrion the Cornac Deathknight level 10
78th Pyre 122nd year of Ascendancy at 14:22 see stats
By Decidrion the Cornac Deathknight level 20
6th Mirth 122nd year of Ascendancy at 18:27 see stats
By Decidrion the Cornac Deathknight level 30
1st Dusk 122nd year of Ascendancy at 06:53 see stats
By Decidrion the Cornac Deathknight level 40
6th Dusk 122nd year of Ascendancy at 08:28 see stats
By Decidrion the Cornac Deathknight level 50
6th Dusk 122nd year of Ascendancy at 23:38 see stats
By Decidrion the Cornac Deathknight level 62
8th Dusk 122nd year of Ascendancy at 05:15 see stats
By Decidrion the Cornac Deathknight level 77
9th Dusk 122nd year of Ascendancy at 20:29 see stats
By Decidrion the Cornac Deathknight level 33
1st Dusk 122nd year of Ascendancy at 13:46 see stats
By Decidrion the Cornac Deathknight level 23
10th Flare 122nd year of Ascendancy at 18:53 see stats
By Decidrion the Cornac Deathknight level 39
4th Dusk 122nd year of Ascendancy at 15:53 see stats
By Decidrion the Cornac Deathknight level 20
8th Mirth 122nd year of Ascendancy at 12:17 see stats
By Decidrion the Cornac Deathknight level 4
75th Pyre 122nd year of Ascendancy at 19:40 see stats
By Decidrion the Cornac Deathknight level 2
74th Pyre 122nd year of Ascendancy at 13:12 see stats
Log
Decidrion activates Squire: Melee.
Decidrion activates Through The Crowd.
Undead squire activates Through The Crowd.
The shield around Decidrion crumbles.
Decidrion strikes the dreamforge!
Saving game...
Saving done.
Decidrion deactivates Forge Shield.
Decidrion deactivates Vampiric Gift.
Decidrion deactivates Uttercold.
Decidrion deactivates Quicken Spells.
Decidrion deactivates Jinxed Touch.
Decidrion deactivates Dark Ritual.
Decidrion deactivates Through The Crowd.
Decidrion deactivates Fiery Hands.
Decidrion deactivates Squire: Melee.
Decidrion deactivates Necrotic Aura.
Decidrion deactivates Shock Hands.
Decidrion deactivates Shadow of Death.
Decidrion deactivates Spirit Feed.
Decidrion deactivates Rime.
Decidrion deactivates Arcane Power.
Decidrion deactivates Gestalt.
Decidrion deactivates Dreamforge.
Decidrion deactivates Inner Power.
Decidrion deactivates Spellcraft.
Decidrion deactivates Chaos Orbs.