Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! 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. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Weekly Adventurer (W) |
Level / Exp | 36 / 37% |
Size | big |
Lifes / Deaths | Killed by skeleton master archer at level 22 on the 15th Haze 122nd year of Ascendancy at 20:32 5 / 2Killed by vampire lord at level 33 on the 5th Allure 123rd year of Ascendancy at 23:31 |
Primary Stats
Strength | 141 (base 60) |
Dexterity | 37 (base 26) |
Constitution | 36 (base 15) |
Magic | 20 (base 12) |
Willpower | 69 (base 58) |
Cunning | 23 (base 12) |
Resources
Life | 1082/1082 |
Psi | 191/191 |
Stamina | 430/430 |
Equilibrium | 50 |
Healing Factor | 1.8893203883495 |
Regeneration | 3.4007766990291 |
Speed
Mental | +8.3093084429568% |
Attack | +8.3093084429568% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 11.901847946486 |
See Invisible | 6 |
Offense: Mainhand
Damage | 231 |
Accuracy | 58 |
Crit Chance | 15% |
APR | 6 |
Speed | 0.92 |
Offense: Offhand
Damage | 104 |
Accuracy | 58 |
Crit Chance | 18% |
APR | 6 |
Speed | 0.92 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 0.92328167761007 |
Offense: Damage Bonus
Nature | +12% |
Acid | +12% |
Lightning | +12% |
Darkness | +21% |
Cold | +36% |
Physical | +43% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +99% |
Lightning | +24% |
Acid | +24% |
Temporal | +18% |
Darkness | +24% |
Arcane | +20% |
Cold | +24% |
Fire | +44% |
Defense: Base
Armour (hardiness) | 132.4622192839 (100%) |
Defense | 46 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 37 |
Mental Save | 43 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 41%( 70%) |
All | + 13%( 70%) |
Darkness | + 70%( 70%) |
Light | + 19%( 70%) |
Temporal | + 42%( 70%) |
Lightning | + 24%( 70%) |
Physical | + 15%( 70%) |
Fire | + 27%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 61% |
Bleed Resistance | 71% |
Confusion Resistance | 0% |
Knockback Resistance | 82% |
Stun Resistance | 100% |
Poison Resistance | 97% |
Blind Resistance | 80% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 741% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Wild Growth |
talent | Mitosis |
talent | Icy Skin |
talent | Shards |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | 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 improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 641. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Cyruta (0 def, 13 armour) =Darc crupt OPOP x3= Cyruta (0 def, 13 armour) =Darc crupt OPOP x3=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 8 blight Changes stats: +5 Str / +8 Con Changes resistances: +30% darkness / +24% temporal Changes resistances penetration: +16% darkness / +18% temporal Changes damage: +8% physical Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +4 (+1 eff.) Infravision radius: +2 Defense after a teleport: +28 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Grinodil the dwarven-steel helm (0 def, 4 armour) =OPOP= Grinodil the dwarven-steel helm (0 def, 4 armour) =OPOP=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: +4% Changes stats: +3 Str Changes resistances: +10% lightning / +10% temporal Changes resistances penetration: +20% arcane / +20% physical Changes damage: +15% physical Physical save: +30 (+7 eff.) Maximum life: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Murkblur (0 def, 2 armour) =disp= Murkblur (0 def, 2 armour) =disp=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Dex / +8 Mag / +7 Wil / +3 Cun Changes resistances: +3% nature / +6% arcane / +7% light / +8% darkness Changes resistances penetration: +15% physical Maximum life: +10.00 Infravision radius: +1 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ash wand of conjuration 'Yaryruiblek' [power 169] (10 cooldown) =25 ppen= ash wand of conjuration 'Yaryruiblek' [power 169] (10 cooldown) =25 ppen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances penetration: +25% physical Physical save: +20 (+5 eff.) Maximum stamina: +10.00 Healing mod.: +5% It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +10 Str / +1 Dex / +6 Con Changes resistances: +30% darkness / +5% arcane Changes damage: +15% darkness Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +37% Life regen: +1.40 See invisible: +6 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Betara the copper amulet Betara the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +12% nature / +12% blight Poison immunity: +26% Disease immunity: +20% Amulets can have magical properties. |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 135% Range: 1.4x Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | Morningpeal the hardened leather belt Morningpeal the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +15% physical Stamina each turn: +1.20 Maximum life: +97.00 Maximum mana: +49.00 Maximum stamina: +68.00 Maximum hate: +15.00 Maximum psi: +32.00 Maximum vim: +23.00 Maximum pos.energy: +32.00 Maximum neg.energy: +26.00 Light radius: +3 Healing mod.: +45% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In off hand | coruscating stralite shield (10 def, 2 armour, 100% power, 134 block) coruscating stralite shield (10 def, 2 armour, 100% power, 134 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +134 Damage (Melee): +11 fire When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 25 fire Changes stats: +5 Str Changes resistances: +14% fire Talent granted: +4 Block Handheld deflection devices. |
Cloak | Islathra the linen cloak (1 def, 14 armour) Islathra the linen cloak (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +14 Defense: +1 (+0 eff.) Changes resistances: +18% darkness Changes resistances penetration: +8% darkness Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +7 Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Torchstinger (29 def, 34 armour) =dark crypt OP bois= Torchstinger (29 def, 34 armour) =dark crypt OP bois=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Armour: +34 Defense: +29 (+9 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +3 Cun / +3 Con Changes resistances penetration: +20% fire Mental save: +21 (+7 eff.) Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 186) healing infusion of the psychic (heal 186)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 203) healing infusion of the psychic (heal 203)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 380) healing infusion of the warrior (heal 380)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+4 for 8 turns, die at -428) heroism infusion (+4 for 8 turns, die at -428)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 8 turns. While Heroism is active, you will only die when reaching -428 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 10 turns, die at -497) heroism infusion (+5 for 10 turns, die at -497)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -497 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+10 for 10 turns, die at -558) heroism infusion of the duelist (+10 for 10 turns, die at -558)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -558 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (539% speed; 6 turns) movement infusion (539% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (601% speed; 6 turns) movement infusion of the duelist (601% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (487% speed; 5 turns) movement infusion of the wizard (487% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 467 over 5 turns) regeneration infusion of the psychic (heal 467 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 314 over 5 turns) regeneration infusion of the wizard (heal 314 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 27%; cure physical) wild infusion (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 27% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 15%; cure mental) wild infusion of the duelist (resist 15%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure mental, physical) wild infusion of the sneak (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 497 for 5 turns) shielding rune of the duelist (absorb 497 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 497 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Adulaith AdulaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% lightning / +10% mind / +6% acid Changes resistances penetration: +10% arcane Changes damage: +9% acid Talent masteries: +0.18 Wild-gift / Cold drake aspect +0.18 Spell / Staff combat Confusion immunity: +34% Stun/Freeze immunity: +20% Amulets can have magical properties. |
Ivissra the gold amulet =8 dex= Ivissra the gold amulet =8 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Dex / +2 Wil Changes resistances: +3% light / +12% cold Spell save: +6 (+3 eff.) Infravision radius: +2 Amulets can have magical properties. |
copper amulet of dexterity (+3) =3 dex= copper amulet of dexterity (+3) =3 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Brenedehir' gold amulet 'Brenedehir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Mag Changes resistances: +9% mind / +2% physical / +6% light / +5% arcane Disease immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +30% Amulets can have magical properties. |
grounding gold amulet of soulsearing =22 stin= grounding gold amulet of soulsearing =22 stin=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Changes damage: +5% blight / +5% fire Critical mult.: +12.00% Stun/Freeze immunity: +22% Spellpower: +7 (+2 eff.) Amulets can have magical properties. |
Arymitira ArymitiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Physical save: +18 (+4 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -40.00 life Rings can have magical properties. |
Belaldamira the stralite ring Belaldamira the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +10 Wil Mental save: +42 (+14 eff.) Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum hate: +10.00 Mindpower: +19 (+7 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eremykan the gold ring =stats= Eremykan the gold ring =stats=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 16 mind Changes stats: +7 Str / +9 Mag / +3 Cun / +7 Con Changes resistances penetration: +20% arcane Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +3.00 Rings can have magical properties. |
Poronne the gold ring Poronne the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% physical Spell save: +12 (+5 eff.) Blindness immunity: +15% Poison immunity: +20% Disease immunity: +10% Teleport immunity: +15% Only die when reaching: -40.00 life Maximum stamina: +18.00 Rings can have magical properties. |
Venomwasp the copper ring Venomwasp the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +9% nature Changes resistances penetration: +10% nature Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
steel ring 'Aereyon' steel ring 'Aereyon'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Wil / +6 Con Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Life regen: +0.90 Maximum life: +54.00 Healing mod.: +14% Rings can have magical properties. |
steel ring 'Aeryharadig' steel ring 'Aeryharadig'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +4 Str / +5 Mag / +3 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +27% Life regen: +1.20 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Beogar' stralite ring 'Beogar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +5 Mag Changes damage: +9% arcane Maximum encumbrance: +27 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Maximum vim: +40.00 Spell crit. chance: +4% Rings can have magical properties. |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
wizard's copper ring of blight (+11%) wizard's copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +6 (+3 eff.) Rings can have magical properties. |
Dream Malleus (168% power, 5 apr) Dream Malleus (168% power, 5 apr)Requires: - Willpower 25 - Strength 25 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 70% Wil, 70% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 17% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 mind / +7 temporal / +7 nature When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +25% physical Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
vined mindstar 'Woebrace' (85% power, 18 apr, mind damage) vined mindstar 'Woebrace' (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes stats: +6 Str / +5 Mag / +3 Cun Changes resistances: +6% darkness Changes damage: +4% nature Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sceptre of the Archlich (150% power, 12 apr, darkness element) Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+7 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Dawncutter DawncutterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances penetration: +10% light Changes damage: +6% nature Trap disarming bonus: +16 Stealth bonus: +6 Light radius: +2 Infravision radius: +4 A belt that goes around your waist. |
Molen the rough leather belt Molen the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Spell save: +9 (+4 eff.) Infravision radius: +4 A belt that goes around your waist. |
Ragoregorand the hardened leather belt =OPOP= Ragoregorand the hardened leather belt =OPOP=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% lightning Mental save: +6 (+2 eff.) Disease immunity: +20% Stun/Freeze immunity: +40% Life regen: +1.40 Psi when hit: +0.16 Healing mod.: +20% A belt that goes around your waist. |
Unruhir the Hellwrack Unruhir the HellwrackPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances: +9% temporal Changes damage: +3% temporal / +3% fire Reduced damage from: +34% Summoned Mental save: +12 (+4 eff.) Spellpower: +11 (+2 eff.) It can be used to create a temporary shield that absorbs 344 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Borurig' rough leather belt 'Borurig'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Physical save: +6 (+1 eff.) Maximum mana: +40.00 Mindpower: +3 (+2 eff.) Damage Shield penetration: +40% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Sparkfoe the linen cloak (1 def, 0 armour) =2 dex= Sparkfoe the linen cloak (1 def, 0 armour) =2 dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 lightning Changes stats: +1 Cun / +2 Dex Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Windspike the cashmere cloak (2 def, 0 armour) =6 con= Windspike the cashmere cloak (2 def, 0 armour) =6 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -8% Changes stats: +2 Str / +5 Wil / +6 Con Changes damage: +24% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Neranne' (0 def, 0 armour) =4 dex= linen robe 'Neranne' (0 def, 0 armour) =4 dex=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Dex Grants telepathy: Demon/Minor Demon/Major Mental save: +16 (+5 eff.) Life regen: +0.20 Maximum hate: +4.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorewyn (0 def, 7 armour) Glorewyn (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 12 blight Changes stats: +7 Str / +3 Con Changes damage: +15% blight Healing mod.: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. |
Gurerin the pair of hardened leather boots (0 def, 3 armour) Gurerin the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Mag Changes resistances: +6% mind Changes resistances penetration: +15% blight Changes damage: +7% acid / +16% blight Disease immunity: +30% Mana each turn: +0.20 Mana when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
pair of dwarven-steel boots 'Getusarath' (0 def, 15 armour) pair of dwarven-steel boots 'Getusarath' (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +15 Fatigue: +3% Changes stats: +3 Con Changes resistances: +5% acid / +14% temporal / +19% darkness / +1% physical / +5% cold / +7% lightning / +10% fire Changes resistances penetration: +13% darkness / +10% temporal Spell save: +10 (+4 eff.) Infravision radius: +2 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Faludunaharastir' (0 def, 3 armour) pair of rough leather boots 'Faludunaharastir' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +2 Dex Changes resistances: +6% darkness Physical save: +3 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
undeterred pair of iron boots of spellbinding (0 def, 3 armour) undeterred pair of iron boots of spellbinding (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag Spell save: +2 (+1 eff.) Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earthtreason (0 def, 5 armour) Earthtreason (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% nature Changes damage: +3% nature Mental save: +8 (+3 eff.) Maximum life: +44.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Turygandur (0 def, 13 armour) =13 armor 25 stun= Turygandur (0 def, 13 armour) =13 armor 25 stun=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +13 Changes damage: +12% acid Critical mult.: +6.00% Silence immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +25% Spell crit. chance: +6% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Flashspike' (0 def, 8 armour) dwarven-steel gauntlets 'Flashspike' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to blind Damage (Melee): 7 physical Damage when hit (Melee): 8 light Changes stats: +2 Mag Changes damage: +6% light / +5% physical Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Amokan' (0 def, 5 armour) =5 dex= rough leather gloves 'Amokan' (0 def, 5 armour) =5 dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes stats: +5 Dex / +2 Wil Mental save: +6 (+2 eff.) Maximum life: +44.00 Infravision radius: +1 See invisible: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of dispersion (0 def, 1 armour) steady rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightpiercer the iron helm (5 def, 8 armour) Nightpiercer the iron helm (5 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +12% darkness / +3% all Changes damage: +6% acid Physical save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Silayama' (2 def, 3 armour) cashmere wizard hat 'Silayama' (2 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +3 Mag / +5 Wil / +4 Cun / +6 Con Changes damage: +12% arcane Critical mult.: +10.00% Equilibrium when hit: +0.04 Mindpower: +4 (+2 eff.) Infravision radius: +1 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 53.34 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Isarema (5 def, 11 armour) Isarema (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+3 eff.) Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +10 Str / +1 Dex / +3 Mag / +6 Wil / +4 Con Changes resistances: +20% lightning / +12% blight / +12% darkness / +12% light Physical save: +10 (+2 eff.) Knockback immunity: +10% Maximum life: +72.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +6% Mindpower: +15 (+6 eff.) Mental crit. chance: +5% A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 100% power, 240 block) Blightstopper (18 def, 12 armour, 100% power, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+9 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent mastery: +0.20 Wild-gift / Rain Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Gloralle the dwarven-steel shield (8 def, 2 armour, 100% power, 80.5 block) Gloralle the dwarven-steel shield (8 def, 2 armour, 100% power, 80.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 149% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +80 On weapon hit: * 40% chance to cause random gloom On weapon crit: * smash the target with your shield crippling them Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +24 mind / +8 acid When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +9% acid Talent granted: +3 Block Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 100% power, 200 block) =darc crypt OPOP x2= The Black Wall (12 def, 9 armour, 100% power, 200 block) =darc crypt OPOP x2=Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
stralite shield 'Betasera' (10 def, 2 armour, 100% power, 135.5 block) stralite shield 'Betasera' (10 def, 2 armour, 100% power, 135.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 156% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +136 Damage (Melee): +17 nature / +12 mind When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 13 nature Changes resistances: +16% lightning / +26% nature / +27% blight Talent granted: +4 Block Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +62.00 Mental crit. chance: +3% Handheld deflection devices. |
7 agate 7 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. |
1152 alchemist agate 1152 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duvegahek (dig speed 17 turns) Duvegahek (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +3 Mag Changes resistances: +8% darkness / +8% fire Only die when reaching: -40.00 life Maximum mana: +60.00 Spellpower: +10 (+2 eff.) Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelyrivena the Eclipsereign (dig speed 23 turns) Emelyrivena the Eclipsereign (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% temporal / +9% nature / +6% light Changes damage: +12% darkness Poison immunity: +10% Disease immunity: +10% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Erizilasin' (dig speed 7 turns) dwarven-steel pickaxe 'Erizilasin' (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +9.0% Physical power: +6 (+2 eff.) Changes stats: +7 Str / +5 Wil Critical mult.: +13.00% Stamina each turn: +0.40 Maximum life: +23.00 Maximum stamina: +21.00 Mental crit. chance: +8% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerynor AerynorInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes resistances: +5% arcane / +12% cold Spell save: +30 (+11 eff.) Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Borogund' alchemist's lamp 'Borogund'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Con Changes resistances: +7% blight / +9% temporal Reduces incoming crit damage: 5.00% Mental save: +20 (+7 eff.) Poison immunity: +5% Confusion immunity: +30% Life regen: +3.60 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
3 garnet 3 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 271/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hettandur [power 3] (10 cooldown) Hettandur [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 16 acid Changes stats: +5 Str Changes resistances: +12% acid / +4% physical Maximum wards: +3 physical / +4 mind / +4 darkness Talent granted: +1 Ward Life regen: +0.60 Maximum stamina: +20.00 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Nereda the voratun torque of kinetic psionic shield [power 119] (20 cooldown) Nereda the voratun torque of kinetic psionic shield [power 119] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Wil Changes resistances: +6% acid Maximum wards: +3 physical / +4 mind / +4 darkness Talents granted: +5 Telekinetic Blast +1 Ward Maximum psi: +20.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 119 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Ulfezilarek the Earthvengeance [power 28] (30 cooldown) Ulfezilarek the Earthvengeance [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +6% acid / +15% cold / +12% blight It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 33] (22 cooldown) quick dwarven-steel torque of psychoportation [power 33] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 33), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of clear mind [power 2] (10 cooldown) warded steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Charmaim the yew totem of cure ailments [power 3] (10 cooldown) Charmaim the yew totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +9 Str / +2 Wil Changes resistances: +12% mind / +12% fire Grants telepathy: Dragon It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Dagizilantir the elm totem of thorny skin [power 16] (20 cooldown) Dagizilantir the elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% lightning Changes damage: +15% acid Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Disease immunity: +25% Silence immunity: +15% Disarm immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Glidhewyn the Shinekarma [power 1] (10 cooldown) Glidhewyn the Shinekarma [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% fire / +5% arcane / +12% cold Pinning immunity: +5% Light radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Lelulathadur the Cloudkiss [power 115] (20 cooldown) Lelulathadur the Cloudkiss [power 115] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +5% arcane Changes resistances penetration: +15% lightning / +25% arcane Changes damage: +21% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 9 (based on Willpower) for 115, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
forceful ash totem of cure ailments [power 2] (10 cooldown) forceful ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
Torysin the yew wand of conjuration [power 295] (10 cooldown) Torysin the yew wand of conjuration [power 295] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Dex Changes damage: +12% physical Physical save: +6 (+1 eff.) Stamina each turn: +0.80 It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of clairvoyance [power 10] (5 cooldown) quick ash wand of clairvoyance [power 10] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold 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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Feefeyus the Halfling Weekly Adventurer (W) level 35
35th Regrowth 123rd year of Ascendancy at 01:55 see stats
By Feefeyus the Halfling Weekly Adventurer (W) level 35
8th Allure 123rd year of Ascendancy at 07:57 see stats
By Feefeyus the Halfling Weekly Adventurer level 28
71st Haze 122nd year of Ascendancy at 17:52 see stats
By Feefeyus the Halfling Weekly Adventurer level 7
5th Mirth 122nd year of Ascendancy at 23:28 see stats
By Feefeyus the Halfling Weekly Adventurer level 33
6th Allure 123rd year of Ascendancy at 09:24 see stats
By Feefeyus the Halfling Weekly Adventurer level 29
75th Haze 122nd year of Ascendancy at 08:05 see stats
By Feefeyus the Halfling Weekly Adventurer level 21
15th Haze 122nd year of Ascendancy at 09:23 see stats
By Feefeyus the Halfling Weekly Adventurer (W) level 36
68th Regrowth 123rd year of Ascendancy at 22:07 see stats
By Feefeyus the Halfling Weekly Adventurer level 23
19th Haze 122nd year of Ascendancy at 21:36 see stats
By Feefeyus the Halfling Weekly Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 17:43 see stats
By Feefeyus the Halfling Weekly Adventurer level 20
9th Haze 122nd year of Ascendancy at 11:48 see stats
By Feefeyus the Halfling Weekly Adventurer level 30
1st Decay 122nd year of Ascendancy at 14:26 see stats
By Feefeyus the Halfling Weekly Adventurer level 24
24th Haze 122nd year of Ascendancy at 18:57 see stats
By Feefeyus the Halfling Weekly Adventurer level 30
8th Decay 122nd year of Ascendancy at 02:11 see stats
By Feefeyus the Halfling Weekly Adventurer level 24
34th Haze 122nd year of Ascendancy at 14:21 see stats
By Feefeyus the Halfling Weekly Adventurer level 10
5th Flare 122nd year of Ascendancy at 20:06 see stats
By Feefeyus the Halfling Weekly Adventurer level 30
8th Decay 122nd year of Ascendancy at 02:11 see stats
By Feefeyus the Halfling Weekly Adventurer level 22
15th Haze 122nd year of Ascendancy at 19:42 see stats
By Feefeyus the Halfling Weekly Adventurer level 10
7th Flare 122nd year of Ascendancy at 09:51 see stats
By Feefeyus the Halfling Weekly Adventurer level 27
50th Haze 122nd year of Ascendancy at 00:34 see stats
By Feefeyus the Halfling Weekly Adventurer level 23
19th Haze 122nd year of Ascendancy at 20:32 see stats
By Feefeyus the Halfling Weekly Adventurer level 18
4th Haze 122nd year of Ascendancy at 18:14 see stats
By Feefeyus the Halfling Weekly Adventurer (W) level 34
7th Allure 123rd year of Ascendancy at 11:52 see stats
Log
Resting starts...
Talent Infusion: Regeneration is ready to use.
Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 123 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Feefeyus uses Infusion: Regeneration.
Feefeyus starts regenerating health quickly.
Resting starts...
Feefeyus stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 70th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Saving done.
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Feefeyus deactivates Icy Skin.
Feefeyus deactivates Wild Growth.
Feefeyus deactivates Mitosis.
Feefeyus deactivates Shards.