Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: VampireLord 1.2.4VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Shield Defense rework test 1.2.5Reworks the Shield Defence tree for Bulwarks. Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Stoic 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.4.2This 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. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Exponential Leveling 1.4.8Exponential 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
Damned Class 1.2.5Adds a new afflicted class. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. No more creaky door 1.2.5Got rid of the most anoying door creaks. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Haunted class 1.1.5Haunted: an unarmed hate-based warrior Ashes of Urh'Rok 1.4.0Official 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:
Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Items Vault 1.4.8Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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:
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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: 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 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. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Classic Berzerker Remix 1.3.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Chaos Roguelike |
Sex | Male |
Race | Ghoul |
Class | Doombringer |
Level / Exp | 200 / 1725% |
Size | huge |
Lifes / Deaths | Killed by Allon the Invoker at level 200 on the 47th Dusk 122nd year of Ascendancy at 08:22 / 2Killed by Allon the Invoker at level 200 on the 47th Dusk 122nd year of Ascendancy at 08:23 |
Primary Stats
Strength | 205 (base 100) |
Dexterity | 116 (base 50) |
Constitution | 172 (base 95) |
Magic | 105 (base 50) |
Willpower | 145 (base 50) |
Cunning | 206 (base 50) |
Resources
Mana | 8482/8482 |
Psi_feedback | 2985/2985 |
Vim | 6063/6063 |
Life | -128034/328712 |
Positive | 5645/5645 |
Stamina | 6152/6152 |
Equilibrium | 0 |
Healing Factor | 1.32 |
Regeneration | 722.90090519432 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +1201% |
Spell | +200% |
Global | +1234.1% |
Vision
Sight | 12 |
Lite | 0 |
Infravision | 38 |
See Stealth | 17 |
See Invisible | 44 |
Offense: Mainhand
Damage | 1192 |
Accuracy | 111 |
Crit Chance | 504% |
APR | 72 |
Speed | 0.29 |
Offense: Spell
Spellpower | 218 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 388.05 |
Offense: Mind
Mindpower | 225 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 110.28746425389 (100%) |
Defense | 96 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 355 |
Spell Save | 367 |
Mental Save | 357 |
Defense: Resistances
All | +442%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 38% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Pinning Resistance | 50% |
Disarm Resistance | 100% |
Knockback Resistance | 33% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -43 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 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: -28 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: -43 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. |
Class Talents
Cunning / Tactical | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat techniques | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Torture | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat veteran | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Heart of Fire | 1.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Fearfire | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Wrath | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Brutality | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Shadowflame | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Undead / Ghoul | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 1.50 |
| 20/5 |
| 12/5 |
| 20/5 |
| 20/5 |
| 0/5 |
| 32/5 |
Corruption / Oppression | 1.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Harmony | 2.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Scoundrel | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Survival | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Light | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Hexes | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 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 | Lacerating Strikes |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shax 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 116. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Mirenull the pair of hardened leather boots (0 def, 3 armour) Mirenull the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+1 eff.) Armour: +3 Fatigue: -5% Damage when hit (Melee): 8 nature Changes stats: +4 Str / +10 Dex / +6 Mag / +4 Cun / +3 Con / +10 Lck Changes resistances: +18% nature / +3% acid Changes resistances penetration: +10% light / +20% physical Changes damage: +20% acid / +3% light / +8% blight Stealth bonus: +11 Disease immunity: +31% Stamina each turn: +0.70 Maximum life: +42.00 Spellpower: +5 (+0 eff.) Light radius: +2 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Quiver | pouch of stralite shots 'Emelytta' (37/37, 57.5-69 power, 15 apr) pouch of stralite shots 'Emelytta' (37/37, 57.5-69 power, 15 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: 57.5 - 69.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +15 Physical crit. chance: +7.5% Capacity: 37 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +14 acid / +17 physical / +17 light / +17 darkness / +13 mind / +16 temporal Burst (radius 1) on hit: +19 fire Burst (radius 2) on crit: +8 arcane / +16 physical Damage against: +21% Undead Shots are used with slings to pummel your foes to death. |
Light source | Chantir the Galeterror Chantir the GaleterrorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Defense: +28 (+8 eff.) Damage when hit (Melee): 8 acid / 14 fire Changes stats: +15 Cun / +8 Wil Changes resistances: +6% lightning / +21% darkness / +21% blight / +6% fire / +9% acid Changes resistances penetration: +20% blight / +20% acid / +15% light / +7% all Changes damage: +6% acid / +6% lightning Critical mult.: +24.00% Physical save: +55 (+3 eff.) Spell save: +47 (+3 eff.) Mental save: +54 (+3 eff.) Blindness immunity: +26% Confusion immunity: +14% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +48.00 Maximum vim: +10.00 Spellpower: +18 (+1 eff.) Spell crit. chance: +12% Light radius: -16 Infravision radius: +27 See stealth: +17 See invisible: +38 Healing mod.: +13% 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 7 cooldown : Effective talent level: 1.4 Power cost: 7 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 8 turns, and deals 268 blight damage or heals 76 life. Creatures standing in the retch also have 7% 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. |
On head | thaloren voratun helm (0 def, 5 armour) thaloren voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +14% blight Mental save: +14 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Harysta the Noonspike [power 317] (2 cooldown) Harysta the Noonspike [power 317] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +1 Cun / +4 Wil Talent granted: +5 Volcano Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum vim: +15.00 Maximum pos.energy: +13.00 Mindpower: +2 (+0 eff.) Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 1579 fire damage overall), putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (+0 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Urthukalthohir UrthukalthohirPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +44 (+6 eff.) Armour penetration: +16 Physical power: +30 (+2 eff.) Defense: +32 (+9 eff.) Effects on melee hit: * 38% chance to cause random gloom Damage (Melee): 47 bleed Effects on ranged hit: * 37% chance to cause random gloom Damage (Ranged): 41 bleed Changes stats: +22 Str / +20 Dex / +15 Mag / +11 Wil / +72 Cun / +36 Con Changes resistances: +40% lightning / +20% physical Changes damage: +20% lightning / +20% physical / +27% mind Spell save: +57 (+3 eff.) Mental save: +44 (+3 eff.) Silence immunity: +50% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +50% Knockback immunity: +33% Life regen: +6.80 Mana each turn: +0.40 Hate when firing a critical mind attack: +8.00 Maximum life: +122.00 Maximum stamina: +116.00 Maximum hate: +29.00 Spellpower: +30 (+2 eff.) Mindpower: +21 (+2 eff.) Mental crit. chance: +5% Healing mod.: +19% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Stokejustice StokejusticePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +15.0% Physical power: +16 (+1 eff.) Armour: +13 Defense: +25 (+7 eff.) Damage when hit (Melee): 12 acid / 4 fire / 29 mind Changes stats: +4 Dex / +6 Mag / +6 Wil / +4 Cun / +2 Con Changes resistances: +12% acid / +12% lightning / +47% fire / +15% mind / +25% cold Changes resistances penetration: +20% mind Changes damage: +3% mind Critical mult.: +14.00% Stealth bonus: +7 Physical save: +25 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +14 (+1 eff.) Mana each turn: +0.18 Maximum life: +49.00 Maximum mana: +28.00 Spell crit. chance: +4% Mindpower: +5 (+0 eff.) Mental crit. chance: +6% Size category: +2 A belt that goes around your waist. |
In main hand | stralite battleaxe 'Murkripper' (81-121.5 power, 22 apr) stralite battleaxe 'Murkripper' (81-121.5 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 81.0 - 121.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 35% chance to disease * 20% chance to inflict damage reduction * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +70% Damage (Melee): +24 darkness / +35 blight / +59 cold / +8 temporal Damage against: +21% Living When wielded/worn: Accuracy: +38 (+6 eff.) Armour penetration: +19 Physical crit. chance: +71.0% Physical power: +19 (+1 eff.) Defense: +17 (+5 eff.) Effects on melee hit: * 66% chance to inflict damage reduction Changes stats: +9 Dex / +3 Wil / +7 Con Changes resistances: +3% darkness Changes resistances penetration: +21% acid / +16% physical / +50% darkness / +21% fire / +21% cold / +54% mind / +20% lightning Changes damage: +9% arcane / +21% blight Talent cooldown: Reproach (-2 turns) Critical mult.: +26.00% Disarm immunity: +104% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +13.0% When this weapon hits: Hateful Whisper (10% chance level 4). Massive two-handed battleaxes. |
On hands | Kudrarosta (0 def, 1 armour) Kudrarosta (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +28 Armour: +1 Fatigue: -10% Effects on melee hit: * 26% chance to cause random gloom Damage (Melee): 9 lightning / 9 acid / 39 darkness / 7 arcane / 7 blight / 10 cold / 39 mind / 9 fire Changes stats: +3 Str / +11 Dex / +18 Mag / +14 Wil / +19 Cun / +7 Con Changes resistances: +6% temporal / +12% light / +6% mind / +6% blight / +4% arcane / +3% nature / +33% darkness Changes resistances penetration: +7% mind / +7% darkness Changes damage: +5% blight / +5% darkness / +4% arcane / +5% mind Talent mastery: +0.20 Technique / Grappling Talent cooldown: Reproach (-2 turns) Maximum encumbrance: +20 Physical save: +37 (+2 eff.) Spell save: +19 (+1 eff.) Mental save: -16 (-1 eff.) Silence immunity: +10% Disarm immunity: +77% Life regen: +1.60 Stamina each turn: +0.80 Maximum stamina: +16.00 Mindpower: +10 (+1 eff.) Infravision radius: +8 When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +28 Armour Penetration: +26 Physical crit. chance: +16.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Reproach (20% chance level 1). When this weapon hits: Perfect Strike (45% chance level 1). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 1). When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Hateful Whisper (10% chance level 1). When this weapon crits: Dominate (20% chance level 1). On weapon hit: * 60% chance to cause random gloom * 7% chance to inflict damage reduction Damage (Melee): +14 lightning / +18 darkness / +18 fire / +18 acid / +18 physical / +14 ice / +14 arcane / +12 mind Burst (radius 2) on crit: +32 light / +7 blight / +36 darkness / +7 mind / +7 arcane It can be used to activate talent Starfall, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 1031.49 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Yvalratta the voratun mail armour (39 def, 45 armour) Yvalratta the voratun mail armour (39 def, 45 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +45 Defense: +39 (+11 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 27 light Changes stats: +26 Str / +2 Dex / +30 Wil / +30 Cun / +9 Con Changes resistances: +60% lightning / +99% darkness / +41% fire / +9% nature / +53% acid / +52% physical / +56% blight / +28% cold / +3% mind Changes resistances penetration: +10% blight Allows you to breathe in: water Physical save: +25 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +91 (+5 eff.) Disease immunity: +10% Cut immunity: +15% Life regen: +8.00 Stamina each turn: +1.70 Mana when firing critical spell: +5.00 Maximum life: +100.00 Light radius: +8 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | shadow linen cloak of the voidstalker (1 def, 0 armour) shadow linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +27% darkness / +14% temporal Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 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 3 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Adille AdilleInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +3 Changes stats: +3 Con Changes resistances: +2% physical Blindness immunity: +12% Only die when reaching: -40.00 life Light radius: +3 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
archmage's copper amulet of soulsearing archmage's copper amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% lightning / +7% blight / +12% fire / +5% acid / +5% cold Critical mult.: +12.00% Spellpower: +11 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Balancebreacher BalancebreacherPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +31 Physical power: +29 (+2 eff.) Defense: +33 (+9 eff.) Effects on melee hit: * 14% chance to cause random gloom * 31% chance to blind Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom * 40% chance to blind Damage (Ranged): 13 bleed Damage when hit (Melee): 16 nature / 8 temporal Changes stats: +7 Dex / +26 Mag / +16 Wil / +26 Cun / +3 Con Changes resistances: +9% lightning / +28% darkness / +26% blight / +3% cold / +9% arcane / +3% nature Changes damage: +14% blight / +14% darkness / +21% nature / +6% all Reduces incoming crit damage: 15.00% Spell save: +14 (+1 eff.) Mental save: +8 (+1 eff.) Stun/Freeze immunity: +32% Life regen: +2.20 Hate when firing a critical mind attack: +1.00 Maximum stamina: +20.00 Maximum hate: +9.00 Spellpower: +74 (+6 eff.) Mindpower: +25 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Veloba VelobaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +4 Cun / +3 Mag Changes resistances: +9% blight / +24% darkness / +12% mind Changes damage: +12% darkness / +21% mind Spellpower: +7 (+0 eff.) Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+1 eff.) Changes damage: +7% all Spellpower: +17 (+1 eff.) Mindpower: +17 (+1 eff.) Rings can have magical properties. |
painweaver's voratun ring of life painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Changes damage: +8% all Life regen: +2.00 Maximum life: +93.00 Spellpower: +17 (+1 eff.) Mindpower: +20 (+2 eff.) Healing mod.: +27% Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 160% Mag, 30% Wil Damage type: Physical 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 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 2 power out of 6/6) : Effective talent level: 3.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 2062.33 physical damage to all targets in line, and inflicting bleeding for another 1031.17 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff 'Lisaba' (15-18 power, 3 apr, cold element) ash magestaff 'Lisaba' (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour Burst (radius 1) on hit: +12 temporal When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +31.0% Physical power: +17 (+1 eff.) Armour: +15 Armour Hardiness: +6% Defense: +9 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour * 10% chance to gain 10% of a turn Damage (Melee): 45 fire Changes stats: +4 Dex / +6 Mag / +6 Wil / +1 Con Changes resistances: +8% lightning / +8% fire / +8% cold / +9% mind / +8% arcane Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +8% lightning / +5% temporal / +8% fire / +8% arcane / +8% cold Changes damage: +6% acid / +15% temporal / +15% fire / +15% cold / +15% arcane / +15% lightning Talents granted: +1 Command Staff +3 Ward Critical mult.: +97.00% Physical save: +6 (+0 eff.) Mana each turn: +0.66 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +153.00 Spellpower: +90 (+7 eff.) Spell crit. chance: +26% See invisible: +20 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
Anarek the Jetclash (42-50.4 power, 6 apr, lightning element) Anarek the Jetclash (42-50.4 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 nature When wielded/worn: Defense: +24 (+7 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 12 acid Changes stats: +5 Wil / +6 Mag Changes resistances: +6% darkness Changes resistances penetration: +10% acid Changes damage: +42% lightning / +42% fire / +42% cold / +3% nature / +42% arcane Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +22 Maximum mana: +70.00 Spellpower: +73 (+6 eff.) Spell crit. chance: +5% Damage Shield penetration: +46% It can be used to conjure elemental energy in a radius 10 cone, dealing 236.49 to 283.79 lightning damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
elemental stralite battleaxe of corruption (47.5-71.25 power, 3 apr) elemental stralite battleaxe of corruption (47.5-71.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 21% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +21% acid / +21% fire / +21% cold / +21% lightning Massive two-handed battleaxes. |
Chargerage (78.5-117.75 power, 4 apr) Chargerage (78.5-117.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour * 49% chance to daze * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +40 lightning / +28 darkness / +8 mind Burst (radius 2) on crit: +8 mind Damage against: +24% Living When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +21 Physical crit. chance: +42.0% Damage when hit (Melee): 4 blight / 12 mind Changes stats: +16 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +3% lightning / +9% blight / +12% all Changes resistances penetration: +21% acid / +21% physical / +21% darkness / +17% mind / +21% nature / +21% lightning Changes damage: +6% blight / +41% physical / +12% mind / +6% lightning Life regen: +4.00 Stamina when hit: +4.00 Massive two-handed battleaxes. |
voratun greatsword of amnesia (66-105.6 power, 4 apr) voratun greatsword of amnesia (66-105.6 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 19 power out of 80/80) : Effective talent level: 1.0 Power cost: 19 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 287.25 cold damage and 298.79 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
iron longsword 'Corpsecutter' (10-14 power, 2 apr) iron longsword 'Corpsecutter' (10-14 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +8 acid / +8 light / +8 mind / +16 nature Damage against: +10% Undead When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical crit. chance: +28.0% Physical power: +21 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Dex / +2 Mag / +5 Wil / +2 Cun / +4 Con Changes resistances penetration: +7% lightning / +7% physical / +7% darkness / +7% mind / +20% nature Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Reproach (-2 turns) Critical mult.: +12.00% Mental save: +20 (+1 eff.) Disarm immunity: +38% Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+0 eff.) When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +3.0% When this weapon hits: Hateful Whisper (10% chance level 1). It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. Sharp, long, and deadly. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 1082.21 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Jetseam (27.5-38.5 power, 4 apr) Jetseam (27.5-38.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Acid Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +11 lightning / +14 darkness / +16 cold / +11 mind / +24 light Burst (radius 1) on hit: +14 fire Damage against: +10% Living / +25% Undead When wielded/worn: Armour penetration: +55 Physical crit. chance: +77.0% Physical power: +22 (+1 eff.) Effects on melee hit: * 68% chance to inflict damage reduction Damage when hit (Melee): 8 acid / 8 mind Changes resistances: +3% darkness / +9% mind / +6% nature Changes resistances penetration: +12% acid / +21% physical / +56% darkness / +13% lightning / +13% fire / +32% mind / +13% cold Changes damage: +15% mind / +19% physical Talent cooldown: Reproach (-4 turns) Critical mult.: +44.00% When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +14.0% When this weapon hits: Hateful Whisper (20% chance level 3). It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. Blunt and deadly. |
Isivea the Undeathonslaught (40-56 power, 3 apr) Isivea the Undeathonslaught (40-56 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (30% chance level 2). On weapon hit: * 11% chance to inflict damage reduction * 20% chance to cause random gloom * 31% chance to disease * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * Random elemental explosion * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +11 lightning / +11 temporal / +8 nature / +11 acid / +28 blight / +11 mind Burst (radius 1) on hit: +11 fire Burst (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +18.0% Physical power: +18 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 11 temporal / 8 mind / 16 blight Changes stats: +8 Str / +4 Wil / +4 Cun / +8 Con Changes resistances: +3% nature / +11% temporal Changes resistances penetration: +11% acid / +18% physical / +18% darkness / +11% fire / +15% blight / +11% cold / +18% mind / +11% lightning Changes damage: +3% acid / +18% physical / +9% mind Talent cooldown: Reproach (-2 turns) Disease immunity: +59% Disarm immunity: +38% Stamina when hit: +2.60 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Mindpower: +6 (+0 eff.) When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +5.0% When this weapon hits: Hateful Whisper (10% chance level 2). One-handed war axes. |
stralite waraxe 'Voramina' (42.5-59.5 power, 5 apr) stralite waraxe 'Voramina' (42.5-59.5 power, 5 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 / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Acid Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +50 insidious poison / +17 mind / +34 darkness / +17 acid Damage against: +32% Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +92 Physical crit. chance: +100.0% Physical power: +21 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +6 Dex / +3 Con Changes resistances: +3% acid Changes resistances penetration: +15% acid / +23% physical / +25% darkness / +15% lightning / +15% fire / +22% mind / +15% cold Changes damage: +9% mind / +23% physical Talent cooldown: Reproach (-2 turns) Critical mult.: +90.00% Reduces incoming crit damage: 25.00% Life regen: +0.60 Equilibrium when hit: +0.12 Only die when reaching: -100.00 life Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +9.0% When this weapon hits: Hateful Whisper (10% chance level 4). It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. One-handed war axes. |
voratun waraxe 'Gloombliss' (56.5-79.1 power, 6 apr) voratun waraxe 'Gloombliss' (56.5-79.1 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: 56.5 - 79.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 60% chance to inflict damage reduction * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +107 insidious poison / +14 temporal / +8 acid / +14 nature / +16 fire / +20 mind When wielded/worn: Accuracy: +42 (+6 eff.) Armour penetration: +45 Physical crit. chance: +87.0% Physical power: +13 (+1 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +7 Str / +7 Dex Changes resistances: +6% acid / +15% temporal / +3% darkness Changes resistances penetration: +25% acid / +15% temporal / +75% darkness / +72% mind / +43% physical Changes damage: +6% darkness / +53% physical Talent cooldown: Reproach (-8 turns) Disarm immunity: +44% Stamina when hit: +2.20 When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +39.0% When this weapon hits: Hateful Whisper (40% chance level 5). It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. One-handed war axes. |
voratun dagger 'Duskrupture' (37.5-48.75 power, 18 apr) voratun dagger 'Duskrupture' (37.5-48.75 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Physical crit. chance: +10.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to inflict damage reduction * 24% chance to cause random gloom * 20% chance to blind * 16% chance to disease * 25% chance to put talents on cooldown * Random elemental explosion * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +44% Damage (Melee): +16 light / +16 darkness / +12 blight / +16 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 temporal / +8 arcane / +4 darkness Damage against: +16% Living / +24% Undead When wielded/worn: Accuracy: +34 (+5 eff.) Armour penetration: +12 Physical crit. chance: +34.0% Physical power: +20 (+1 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +6 Str / +6 Dex / +5 Mag / +12 Wil / +4 Cun / +5 Con Changes resistances: +12% darkness / +3% temporal Changes resistances penetration: +14% lightning / +29% darkness / +12% fire / +14% acid / +12% physical / +24% mind / +12% cold / +10% arcane / +5% light Changes damage: +12% physical Talent cooldown: Reproach (-2 turns) Critical mult.: +15.00% Disease immunity: +28% Disarm immunity: +68% Stamina when hit: +2.00 Spellpower: +12 (+1 eff.) When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +8.0% When this weapon hits: Hateful Whisper (10% chance level 5). Sharp, short and deadly. |
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, 50% Mag, 10% Cun Damage type: Nature 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 Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 382.22 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elven-wood longbow 'Starglory' elven-wood longbow 'Starglory'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 49% chance to gain 10% of a turn Damage (Ranged): +17 acid / +22 nature Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +38 (+6 eff.) Physical crit. chance: +26.0% Physical power: +13 (+1 eff.) Changes stats: +6 Str Changes resistances: +7% all / +6% temporal Changes resistances penetration: +13% nature Changes damage: +20% acid / +19% physical / +6% light / +15% temporal Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
drakeskin leather sling 'Gloomstake' drakeskin leather sling 'Gloomstake'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 19% chance to corrode armour * 20% chance to blind * 20% chance to inflict damage reduction Damage (Ranged): +20 cold Burst (radius 1) on hit: +8 mind When wielded/worn: Physical power: +29 (+2 eff.) Ammo reloads per turn: +5 Changes stats: +16 Str / +7 Mag / +1 Cun / +7 Con Changes resistances penetration: +14% acid / +10% temporal / +5% darkness / +58% physical Changes damage: +100% physical / +9% temporal / +3% mind / +22% cold Talent masteries: +0.20 Wild-gift / Fungus +0.20 Chronomancy / Bow Threading Talents cooldown: Multishot (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Life regen: +2.30 Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+0 eff.) Infravision radius: +1 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. It can be used to regenerate 260 life over 5 turns, putting all charms on cooldown for 5 turns. Slings are used to hurl stones or metal shots at your foes. |
inquisitor's quiver of dragonbone arrows of crippling (23/23, 53.5-74.9 power, 18 apr) inquisitor's quiver of dragonbone arrows of crippling (23/23, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +14.0% Capacity: 23 On weapon crit: * burns latent spell energy * cripple the target Damage (Ranged): +19 manaburn arcane Arrows are used with bows to pierce your foes to death. |
iron shield 'Ce'Ninne' (4 def, 14 armour, 106 block) iron shield 'Ce'Ninne' (4 def, 14 armour, 106 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +14 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to daze * 24% chance to corrode armour * 16% chance to blind Damage when hit (Melee): 12 nature / 16 fire Changes stats: +2 Str / +5 Dex / +2 Mag / +19 Con Changes resistances: +48% lightning / +15% temporal / +19% light / +48% fire / +12% nature / +24% acid / +26% physical / +12% blight / +7% darkness Talent granted: +1 Block Maximum encumbrance: +20 Physical save: +44 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +53.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
steel shield 'Kindlewing' (15 def, 18 armour, 156 block) steel shield 'Kindlewing' (15 def, 18 armour, 156 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +16.0% Physical power: +23 (+1 eff.) Armour: +18 Defense: +15 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 20% chance to gain 10% of a turn * 14% chance to daze * 21% chance to blind Damage when hit (Melee): 30 fire Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +15 Con Changes resistances: +23% lightning / +14% temporal / +14% light / +14% physical / +43% fire / +9% cold / +14% mind / +8% acid Changes resistances penetration: +5% blight / +5% fire Changes damage: +12% blight Talent granted: +2 Block Physical save: +18 (+1 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Deflect projectiles away: +9% Handheld deflection devices. |
Cuthulathablek the Morninghunt (10 def, 81 armour, 604 block) Cuthulathablek the Morninghunt (10 def, 81 armour, 604 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +24.0% Physical power: +35 (+2 eff.) Armour: +81 Armour Hardiness: +18% Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 8 acid / 9 fire Effects when hit in melee: * 30% chance to blind Damage when hit (Melee): 29 acid / 8 temporal / 8 light / 18 fire / 18 nature / 18 ice Changes stats: +5 Mag / +5 Wil / +41 Con Changes resistances: +54% lightning / +18% light / +27% fire / +17% nature / +35% physical / +15% blight / +18% cold / +12% mind / +9% arcane Maximum wards: +10 lightning / +10 temporal / +10 blight / +10 fire / +8 cold Changes resistances penetration: +5% mind / +20% temporal Changes damage: +9% light / +15% temporal Talents granted: +4 Block +2 Ward Physical save: +63 (+3 eff.) Maximum life: +77.00 Handheld deflection devices. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Branoran the elven-silk robe (33 def, 21 armour) Branoran the elven-silk robe (33 def, 21 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +37 Physical crit. chance: +32.0% Physical power: +62 (+4 eff.) Armour: +21 Defense: +33 (+9 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +39 Mag / +8 Wil / +10 Cun Changes resistances: +24% lightning / +114% darkness / +88% fire / +39% acid / +32% physical / +59% blight / +63% cold / +59% mind / +84% light Changes resistances penetration: +15% temporal / +5% mind / +15% physical Changes damage: +29% acid / +44% physical / +55% light / +50% fire / +6% blight / +29% cold / +21% arcane / +13% temporal Talent cooldown: Refit Golem (-12 turns) Critical mult.: +30.00% Physical save: +217 (+11 eff.) Spell save: +103 (+6 eff.) Mental save: +119 (+6 eff.) Silence immunity: +50% Life regen: +12.00 Mana each turn: +0.37 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum life: +326.00 Maximum mana: +140.00 Spellpower: +47 (+4 eff.) Spell crit. chance: +15% Mindpower: +14 (+1 eff.) Mental crit. chance: +2% Light radius: +8 Combat speed: +20% Healing mod.: +60% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +14 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1922.30 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Neronn' (67 def, 5 armour) elven-silk robe 'Neronn' (67 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Physical power: +21 (+1 eff.) Armour: +5 Defense: +67 (+18 eff.) Changes stats: +16 Str / +19 Mag / +37 Wil / +2 Cun / +39 Con Changes resistances: +26% lightning / +58% darkness / +59% cold / +27% mind / +60% fire Changes resistances penetration: +10% mind Changes damage: +39% lightning / +19% darkness / +40% fire / +80% nature / +19% all / +27% physical / +6% blight / +55% cold / +9% mind Critical mult.: +10.00% Physical save: +79 (+4 eff.) Spell save: +20 (+1 eff.) Mental save: +137 (+7 eff.) Poison immunity: +200% Disease immunity: +197% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +24 (+2 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Combat speed: +10% Healing mod.: +30% Chance to avoid any damage: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1922.30 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barikath the hardened leather armour (31 def, 14 armour) Barikath the hardened leather armour (31 def, 14 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +18 (+1 eff.) Armour: +14 Defense: +31 (+8 eff.) Fatigue: +8% Effects on melee hit: * 56% chance to corrode armour Damage when hit (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +18 Str / +24 Dex / +4 Cun Changes resistances: +10% acid / +28% physical / +54% fire / +30% cold / +20% nature / +8% lightning Changes resistances penetration: +10% arcane / +15% acid Critical mult.: +29.00% Maximum encumbrance: +30 Physical save: +92 (+5 eff.) Mental save: +19 (+1 eff.) Life regen: +15.80 Stamina each turn: +1.70 Only die when reaching: -100.00 life Maximum stamina: +15.00 Combat speed: +30% Casting speed: +30% Mental speed: +30% Healing mod.: +19% A suit of armour made of leather. |
Treewind (26 def, 15 armour) Treewind (26 def, 15 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Physical power: +40 (+3 eff.) Armour: +15 Defense: +26 (+7 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 56% Damage (Melee): 20 acid / 16 fire / 9 darkness / 9 arcane Damage (Ranged): 9 arcane / 9 darkness Damage when hit (Melee): 15 acid / 15 fire / 20 mind Changes stats: +16 Str / +8 Dex / +9 Mag / +7 Wil / +5 Cun Changes resistances: +71% lightning / +26% temporal / +32% darkness / +48% fire / +6% nature / +26% acid Changes resistances penetration: +10% fire / +25% nature / +5% mind Changes damage: +6% darkness Critical mult.: +36.00% Physical save: +17 (+1 eff.) Mental save: +22 (+1 eff.) Mana each turn: +0.34 Spellpower: +43 (+3 eff.) Spell crit. chance: +9% Mindpower: +20 (+2 eff.) Mental crit. chance: +8% Defense after a teleport: +26 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 6 turns. A suit of armour made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 12 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots of rushing (0 def, 3 armour) pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 3.9 Power cost: 6 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
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: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex 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 These gloves are coated with a thick, green liquid. |
Islora the drakeskin leather gloves (2 def, 3 armour) Islora the drakeskin leather gloves (2 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +16 (+1 eff.) Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage (Melee): 27 acid / 27 cold / 16 light / 19 arcane / 15 blight / 27 fire / 15 mind / 29 lightning Damage when hit (Melee): 4 mind Changes stats: +15 Str / +14 Dex / +28 Mag / +30 Wil / +17 Cun / +4 Con Changes resistances: +10% arcane / +15% darkness / +22% mind / +10% blight / +3% cold / +21% nature / +15% light Changes resistances penetration: +29% mind / +30% darkness Changes damage: +9% blight / +11% light / +10% arcane / +11% mind Talent mastery: +0.20 Technique / Grappling Talents cooldown: Reproach (-4 turns) Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +54 (+3 eff.) Mental save: +22 (+1 eff.) Disarm immunity: +100% Stun/Freeze immunity: +15% Spell crit. chance: +17% Mental crit. chance: +18% Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Base power: 46.5 - 51.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +40 Armour Penetration: +15 Physical crit. chance: +64.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Hateful Whisper (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +39 ice / +29 darkness / +84 lightning / +61 acid / +82 fire / +38 arcane Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +15 blight / +15 mind / +14 arcane It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
heroic dwarven-steel gauntlets of regeneration (0 def, 7 armour) heroic dwarven-steel gauntlets of regeneration (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Mental save: +11 (+1 eff.) Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.28 Maximum life: +61.00 When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Magmacast (0 def, 3 armour) Magmacast (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +3 Damage (Melee): 9 arcane / 15 blight Damage when hit (Melee): 20 acid / 12 fire Changes stats: +5 Str / +16 Mag / +14 Wil / +6 Cun / +5 Con Changes resistances: +3% acid / +15% darkness / +10% blight / +9% fire / +10% arcane Changes resistances penetration: +15% acid / +25% mind / +29% darkness Changes damage: +10% blight / +9% arcane / +6% acid Talent mastery: +0.20 Technique / Grappling Talent cooldown: Reproach (-4 turns) Physical save: +9 (+0 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +91% Infravision radius: +3 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +15 Physical crit. chance: +40.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Hateful Whisper (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +8 fire / +37 arcane / +27 darkness Burst (radius 2) on crit: +15 blight / +15 arcane It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yvarama' (0 def, 15 armour) voratun gauntlets 'Yvarama' (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +15 Damage (Melee): 11 arcane / 15 cold Changes stats: +5 Str / +10 Dex / +10 Mag / +10 Wil / +7 Cun Changes resistances: +10% cold / +15% arcane / +1% physical Changes resistances penetration: +15% mind / +15% darkness Changes damage: +8% cold Talents cooldown: Reproach (-2 turns) Double Strike (-1 turn) Physical save: +22 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +36 (+2 eff.) Cut immunity: +10% Disarm immunity: +15% Confusion immunity: +10% Life regen: +4.00 Stamina each turn: +1.80 Maximum life: +155.00 Maximum stamina: +40.00 Infravision radius: +1 Defense after a teleport: +18 Resist all after a teleport: +8% New effects duration reduction after a teleport: +31% When used to modify unarmed attacks: Base power: 48.0 - 67.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +45 Armour Penetration: +15 Physical crit. chance: +40.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Hateful Whisper (10% chance level 5). Damage (Melee): +16 arcane Burst (radius 2) on crit: +15 ice It can be used to activate talent Disperse Magic, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Betekira the elven-silk wizard hat (3 def, 0 armour) Betekira the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +1 Dex / +2 Mag Changes resistances: +13% mind / +18% fire Changes damage: +8% temporal / +12% darkness / +11% physical / +12% fire / +13% mind / +6% light Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
2 agate 2 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
citrine 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
191 alchemist agate 191 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Light radius: +5 See stealth: +7 See invisible: +6 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. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/8) Rod of Recall (2/8)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 47 power out of 137/400. 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. |
Betabeth the Dawnhack [power 45] (9 cooldown) Betabeth the Dawnhack [power 45] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight / 20 light Changes stats: +1 Mag Maximum wards: +6 physical / +6 mind / +7 darkness Changes resistances penetration: +10% blight Changes damage: +6% arcane Talents cooldown: Telekinetic Blast (+15 turn) Silence (+15 turn) Talents granted: +6 Telekinetic Blast +5 Silence +4 Ward Spell save: +6 (+0 eff.) Mana each turn: +0.08 Psi each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +36% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Xeno Super the Superhuman Doombringer level 9
75th Pyre 122nd year of Ascendancy at 03:21 see stats
By Xeno Super the Superhuman Doombringer level 167
28th Dusk 122nd year of Ascendancy at 03:00 see stats
By Xeno Super the Superhuman Doombringer level 67
6th Mirth 122nd year of Ascendancy at 08:49 see stats
By Xeno Super the Superhuman Doombringer level 8
75th Pyre 122nd year of Ascendancy at 03:08 see stats
By Xeno Super the Superhuman Doombringer level 149
7th Flare 122nd year of Ascendancy at 22:53 see stats
By Xeno Super the Superhuman Doombringer level 10
75th Pyre 122nd year of Ascendancy at 03:42 see stats
By Xeno Super the Superhuman Doombringer level 20
77th Pyre 122nd year of Ascendancy at 03:03 see stats
By Xeno Super the Superhuman Doombringer level 30
5th Mirth 122nd year of Ascendancy at 23:09 see stats
By Xeno Super the Superhuman Doombringer level 40
6th Mirth 122nd year of Ascendancy at 00:09 see stats
By Xeno Super the Superhuman Doombringer level 50
6th Mirth 122nd year of Ascendancy at 03:05 see stats
By Xeno Super the Superhuman Doombringer level 200
28th Dusk 122nd year of Ascendancy at 15:50 see stats
By Xeno Super the Superhuman Doombringer level 30
5th Mirth 122nd year of Ascendancy at 23:09 see stats
By Xeno Super the Superhuman Doombringer level 29
79th Pyre 122nd year of Ascendancy at 17:39 see stats
By Xeno Super the Superhuman Doombringer level 69
6th Mirth 122nd year of Ascendancy at 15:54 see stats
By Xeno Super the Superhuman Doombringer level 20
77th Pyre 122nd year of Ascendancy at 04:26 see stats
By Xeno Super the Superhuman Doombringer level 6
74th Pyre 122nd year of Ascendancy at 20:55 see stats
By Xeno Super the Superhuman Doombringer level 200
35th Dusk 122nd year of Ascendancy at 09:01 see stats
By Xeno Super the Superhuman Doombringer level 20
77th Pyre 122nd year of Ascendancy at 04:26 see stats
By Xeno Super the Superhuman Doombringer level 151
26th Dusk 122nd year of Ascendancy at 17:35 see stats
By Xeno Super the Superhuman Doombringer level 4
74th Pyre 122nd year of Ascendancy at 14:16 see stats
By Xeno Super the Superhuman Doombringer level 2
74th Pyre 122nd year of Ascendancy at 11:37 see stats
Log
Xeno Super activates Lacerating Strikes.
Allon the Invoker slows down.
Allon the Invoker performs a melee critical strike against Xeno Super!
Allon the Invoker's tinker attains critical power!
Saving game...