Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 166 / 82% |
| Size | big |
| Lifes / Deaths | Killed by Ruaeg the human at level 19 on the 1st Dusk 122nd year of Ascendancy at 00:15 2 / 6Killed by Aeruvea the large brown snake at level 47 on the 15th Dusk 122nd year of Ascendancy at 03:04 Killed by OkayProbablyItWasWrong at level 117 on the 39th Dusk 122nd year of Ascendancy at 15:00 Killed by Gyvena the gigantic sandworm tunneler at level 127 on the 40th Dusk 122nd year of Ascendancy at 21:53 Killed by OkayProbablyItWasWrong at level 166 on the 31st Haze 122nd year of Ascendancy at 09:16 Killed by OkayProbablyItWasWrong at level 166 on the 31st Haze 122nd year of Ascendancy at 09:20 |
Primary Stats
| Strength | 196 (base 100) |
| Dexterity | 203 (base 100) |
| Constitution | 199 (base 100) |
| Magic | 131 (base 100) |
| Willpower | 144 (base 25) |
| Cunning | 222 (base 100) |
Resources
| Life | 11020/11020 |
| Mana | 1908/1908 |
| Stamina | 1023/1023 |
| Equilibrium | 0 |
| Healing Factor | 1.67 |
| Regeneration | 55.495191834891 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | -43% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -8 |
| Infravision | 22 |
| See Stealth | 17 |
| See Invisible | 33 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 405 |
| Accuracy | 155 |
| Crit Chance | 287% |
| APR | 154 |
| Speed | 0.70 |
Offense: Offhand
| Damage | 431 |
| Accuracy | 155 |
| Crit Chance | 289% |
| APR | 154 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 87.32 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 108 (58%) |
| Defense | 154.4629587097 |
| Ranged Defense | 160.30040774195 |
| Fatigue | 0 |
| Physical Save | 124.68214285714 |
| Spell Save | 103.57916666667 |
| Mental Save | 117.27083333333 |
Defense: Resistances
| All | + 44%( 76%) |
Defense: Immunities
| Disarm Resistance | 85% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 5% |
| Stun Resistance | 50% |
| Poison Resistance | 31% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1072 life over 5 turns. Its effects scale with your Constitution 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 959 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 509 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. |
Class Talents
| Cunning / Stealth | 1.50 |
| 16/5 |
| 16/5 |
| 5/5 |
| 16/5 |
| Cunning / Poisons | 1.50 |
| 16/5 |
| 16/5 |
| 1/5 |
| 16/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 16/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 16/5 |
| 1/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 11/5 |
| 16/5 |
| 16/5 |
| 0/5 |
| Cunning / Lethality | 1.50 |
| 16/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 16/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 16/5 |
| 0/5 |
| 16/5 |
| 0/5 |
| 16/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 16/5 |
| 16/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.70 |
| 16/5 |
| 16/5 |
| 5/5 |
| 16/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Parrying melee attacks: Has a 76% chance to deflect up to 295 damage from the next 3.9 attack(s). Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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 forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 448. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed electric eel tail. | 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 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 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 |
Equipment
| On feet | Flarehunger (10 def, 5 armour) Flarehunger (10 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: -5% Changes stats: +4 Dex / +6 Wil / +5 Cun / +6 Con Changes resistances: +14% lightning / +12% temporal / +6% fire Changes resistances penetration: +24% physical / +5% mind / +10% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Maximum encumbrance: +45 Physical save: +30 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Life regen: +5.40 Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum hate: +2.00 Mindpower: +8 (+2 eff.) Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Light source | brass lantern 'Emewen' brass lantern 'Emewen'Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +14 (+3 eff.) Changes stats: +8 Wil / +14 Cun / +2 Con Changes resistances: +6% light / +7% blight / +6% cold / +7% arcane / +12% darkness Changes resistances penetration: +15% mind / +7% all Changes damage: +7% mind / +3% blight Critical mult.: +12.00% Physical save: +31 (+4 eff.) Spell save: +24 (+4 eff.) Mental save: +31 (+5 eff.) Blindness immunity: +31% Poison immunity: +5% Confusion immunity: +14% Knockback immunity: +5% Life regen: +2.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +48.00 Maximum vim: +10.00 Spellpower: +2 (+0 eff.) Light radius: -19 Infravision radius: +15 See stealth: +17 See invisible: +18 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Korydrahek the drakeskin leather cap (7 def, 14 armour) Korydrahek the drakeskin leather cap (7 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +14 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 43% chance to corrode armour Changes stats: +17 Str / +20 Dex / +6 Wil / +12 Con Changes resistances: +12% physical / +25% darkness / +7% all Changes resistances penetration: +10% physical Changes damage: +9% acid Reduces incoming crit damage: 10.00% Physical save: +44 (+6 eff.) Mental save: +14 (+2 eff.) Only die when reaching: -20.00 life Infravision radius: +7 Healing mod.: +10% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | drakeskin leather gloves 'Coalpiety' (0 def, 49 armour) drakeskin leather gloves 'Coalpiety' (0 def, 49 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +40 (+5 eff.) Armour: +49 Armour Hardiness: +28% Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 15 arcane Changes stats: +11 Str / +9 Mag / +9 Wil / +29 Con Changes resistances: +10% arcane / +22% physical Changes damage: +3% darkness Critical mult.: +35.00% Spell save: +16 (+3 eff.) Mental save: +12 (+2 eff.) Mana each turn: +0.04 Maximum life: +60.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +20% Mental crit. chance: +17% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Uladin the Kindlestalker Uladin the KindlestalkerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +36 (+4 eff.) Armour penetration: +30 Armour: +18 Defense: +30 (+6 eff.) Effects on melee hit: * 45% chance to daze * 36% chance to cause random gloom * 45% chance to blind Damage (Melee): 25 bleed Effects on ranged hit: * 34% chance to cause random gloom Damage (Ranged): 34 bleed Damage when hit (Melee): 20 light Changes stats: +9 Str / +9 Dex / +8 Mag / +16 Wil / +32 Cun / +5 Con Changes resistances: +3% lightning / +15% light / +13% blight / +36% cold / +13% nature / +3% fire Changes resistances penetration: +10% light Changes damage: +6% light / +18% cold Spell save: +16 (+3 eff.) Mental save: +23 (+4 eff.) Poison immunity: +26% Disease immunity: +26% Confusion immunity: +88% Hate when firing a critical mind attack: +6.00 Maximum stamina: +34.00 Maximum hate: +23.00 Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | stralite ring 'Glowsweep' stralite ring 'Glowsweep'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +15 Physical power: +13 (+2 eff.) Defense: +25 (+5 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 23 light Changes stats: +9 Str / +8 Wil / +7 Cun / +7 Con Changes resistances: +106% light Changes resistances penetration: +20% nature Changes damage: +53% light / +6% arcane Mindpower: +13 (+3 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Radhalin the voratun amulet Radhalin the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +38 (+5 eff.) Armour: +7 Defense: +46 (+9 eff.) Fatigue: -10% Damage when hit (Melee): 4 blight / 4 temporal Changes stats: +19 Dex / +11 Cun / +10 Con / +38 Lck Changes resistances: +30% lightning / +6% blight Changes resistances cap: +6% all Changes resistances penetration: +10% mind / +5% temporal Changes damage: +30% blight / +27% fire Grants telepathy: Dragon Humanoid/Orc Talent mastery: +0.40 Cunning / Scoundrel Critical mult.: +52.00% Physical save: +65 (+9 eff.) Spell save: +50 (+8 eff.) Mental save: +55 (+8 eff.) Stun/Freeze immunity: +50% Life regen: +1.20 Stamina each turn: +1.50 Maximum psi: +10.00 Spellpower: +30 (+7 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 38% Amulets can have magical properties. |
| In main hand | Salikira the Glimmercutter (37.5-48.75 power, 9 apr) Salikira the Glimmercutter (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 125% On weapon hit: * 32% chance to inflict damage reduction * 25% chance to daze * 47% chance to cause random gloom * Random elemental explosion * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +16 darkness / +12 light / +22 cold / +56 mind Burst (radius 2) on crit: +12 light Damage against: +15% Living When wielded/worn: Accuracy: +47 (+6 eff.) Armour penetration: +66 Physical crit. chance: +48.0% Defense: +11 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +10 Str / +14 Dex / +4 Mag / +17 Wil / +16 Cun / +10 Con Changes resistances: +15% acid Changes resistances penetration: +26% acid / +40% physical / +28% cold / +25% fire / +38% lightning Changes damage: +60% physical Critical mult.: +32.00% Mental save: +12 (+2 eff.) Disarm immunity: +40% Stamina when hit: +2.00 Psi when hit: +0.08 Maximum hate: +2.00 Mental crit. chance: +6% Light radius: +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. This item has been sent to the Item's Vault. |
| Around waist | Zisin the hardened leather belt Zisin the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +26.0% Physical power: +34 (+4 eff.) Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +15 Str / +15 Dex / +10 Wil / +15 Cun / +5 Con Changes resistances: +8% acid / +3% physical / +8% cold / +8% lightning / +8% fire Changes resistances penetration: +33% physical Changes damage: +6% acid / +17% physical Reduced damage from: +33% Summoned Critical mult.: +32.00% Maximum encumbrance: +30 Physical save: +53 (+8 eff.) Spell save: +62 (+10 eff.) Mental save: +32 (+5 eff.) Disarm immunity: +5% Maximum life: +125.00 Maximum mana: +60.00 Maximum stamina: +59.00 Maximum hate: +15.00 Maximum psi: +32.00 Maximum vim: +32.00 Maximum pos.energy: +29.00 Maximum neg.energy: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +10% Size category: +2 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | Droderach (54-70.2 power, 9 apr) Droderach (54-70.2 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 54.0 - 70.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +27 mind / +16 temporal When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +24 Physical crit. chance: +63.0% Physical power: +24 (+3 eff.) Defense: +12 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 16 temporal Changes stats: +6 Str / +1 Mag Changes resistances: +9% acid / +16% temporal Changes resistances penetration: +24% physical Changes damage: +6% blight / +36% physical Critical mult.: +5.00% Physical save: +20 (+3 eff.) Disarm immunity: +40% Stamina each turn: +0.40 Stamina when hit: +2.00 Maximum mana: +20.00 Maximum vim: +30.00 Spell crit. chance: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
| Cloak | Obsidianwrack (33 def, 5 armour) Obsidianwrack (33 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +33 (+7 eff.) Damage when hit (Melee): 4 mind Changes stats: +12 Str / +9 Dex / +9 Mag / +18 Wil / +15 Cun / +12 Con Changes resistances: +59% darkness Changes resistances penetration: +27% darkness / +11% arcane Changes damage: +37% darkness / +11% arcane Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Critical mult.: +22.00% Stealth bonus: +33 Physical save: +57 (+8 eff.) Spell save: -4 (-1 eff.) Mental save: +19 (+3 eff.) Stamina each turn: +1.10 Mana each turn: -0.27 Maximum life: +164.00 Maximum mana: +68.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +12% Mental crit. chance: +14% See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | (Forged Item) Xeruritha the Barkblight (34 def, 10 armour) (Forged Item) Xeruritha the Barkblight (34 def, 10 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +34 (+7 eff.) Ranged Defense: +29 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 49% Damage when hit (Melee): 12 temporal / 28 light / 20 nature Changes stats: +10 Str / +10 Dex / +16 Wil / +4 Cun Changes resistances: +7% acid / +13% physical / +80% darkness / +44% blight / +7% cold / +10% mind / +6% nature Changes resistances penetration: +5% temporal Changes damage: +6% nature / +3% fire Allows you to breathe in: water Mental save: +38 (+6 eff.) Life regen: +4.50 Stamina each turn: +0.90 Maximum life: +79.00 Light radius: +6 Movement speed: +40% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +13% It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 50%; cure physical)wild infusion of the warrior (resist 50%; cure physical) 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: 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 50% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (360 lightning damage)lightning rune (360 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 120.00 to 360.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
Molach the stralite amulet Molach the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -17% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +18 Dex / +5 Mag / +18 Cun / +17 Con Changes resistances: +5% arcane / +12% mind Changes resistances penetration: +15% blight Changes damage: +12% blight / +13% fire / +6% arcane / +9% physical Critical mult.: +18.00% Life regen: +4.20 Stamina each turn: +1.30 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +13 (+3 eff.) Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Ulustir the copper amulet Ulustir the copper amuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +3% nature / +6% lightning Physical save: +12 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +32 (+5 eff.) Life regen: +1.70 Stamina each turn: +0.50 Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starseer's steel amulet of murderstarseer's steel amulet of murder Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +3 Mag Changes damage: +6% physical / +6% temporal / +6% light / +6% darkness Critical mult.: +14.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
steel amulet 'Loamkin' steel amulet 'Loamkin'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Fatigue: -14% Damage when hit (Melee): 4 nature / 8 blight Changes stats: +6 Dex / +16 Mag / +12 Cun / +5 Con Changes resistances penetration: +10% light / +5% arcane Changes damage: +6% physical / +6% temporal / +6% light / +6% darkness Talent mastery: +0.21 Cunning / Survival Critical mult.: +19.00% Teleport immunity: +50% Life regen: +3.20 Stamina each turn: +0.80 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +4% Movement speed: +10% It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 13 turns. Amulets 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 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Carrionmortal CarrionmortalPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Damage when hit (Melee): 8 nature / 4 acid Changes stats: +5 Dex / +6 Cun / +4 Con Changes resistances: +12% nature / +3% acid Changes damage: +6% acid Physical save: +8 (+1 eff.) Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Plaguestriker the copper ring Plaguestriker the copper ringInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +28% nature / +7% blight Changes damage: +11% nature Poison immunity: +13% Disease immunity: +12% Life regen: +0.20 Only die when reaching: -80.00 life Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +24.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of rage (19-28.5 power, 2 apr)balanced steel battleaxe of rage (19-28.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Str Changes damage: +13% physical Disarm immunity: +45% Stamina when hit: +2.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel battleaxe of torment (31.5-47.25 power, 2 apr)blazebringer's dwarven-steel battleaxe of torment (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +16% fire / +14% mind / +16% darkness Global speed: +6% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of ruin (30-45 power, 2 apr)dwarven-steel battleaxe of ruin (30-45 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +23.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. glacial steel battleaxe (17.5-26.25 power, 2 apr)glacial steel battleaxe (17.5-26.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +10 Changes resistances penetration: +13% cold Massive two-handed battleaxes. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (17-22.1 power, 7 apr)dwarven-steel dagger (17-22.1 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger of evisceration (12-15.6 power, 6 apr)elemental steel dagger of evisceration (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+1 eff.) Changes resistances penetration: +8% acid / +9% fire / +9% cold / +9% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword of daylight (36.5-58.4 power, 2 apr)flaming dwarven-steel greatsword of daylight (36.5-58.4 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +20 fire Damage against: +28% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of nature (61.5-98.4 power, 4 apr)voratun greatsword of nature (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +20% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing steel longsword (17.5-24.5 power, 3 apr)arcing steel longsword (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel mace of rage (25-35 power, 4 apr)flaming dwarven-steel mace of rage (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +11 (+1 eff.) Changes stats: +5 Str Changes damage: +11% physical Stamina when hit: +1.70 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace (14-19.6 power, 3 apr)steel mace (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar of flames (6-6.6 power, 18 apr, nature damage)vined mindstar of flames (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +11% fire Changes resistances penetration: +8% fire Changes damage: +11% fire Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +3% 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. |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 333.43 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. ethereal yew vilestaff of invocation (20-24 power, 4 apr, blight element)ethereal yew vilestaff of invocation (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+4 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +23 (+5 eff.) Spell crit. chance: +3% Damage Shield penetration: +34% It can be used to conjure elemental energy in a radius 6 cone, dealing 90.79 - 108.95 blight damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal yew starstaff of blasting (20-24 power, 4 apr, temporal element)infernal yew starstaff of blasting (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +24 (+5 eff.) Spell crit. chance: +11% See invisible: +11 It can be used to unleash an elemental blastwave, dealing 90.79 - 108.95 temporal damage in a radius 4 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Stealth bonus: +5 Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
Adiyassra (1 def, 0 armour) Adiyassra (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +9% lightning / +1% physical / +6% light / +11% blight / +6% cold / +11% nature Critical mult.: +10.00% Physical save: +27 (+4 eff.) Mental save: +3 (+0 eff.) Life regen: +1.40 Maximum life: +49.00 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Manyrim (25 def, 14 armour)Manyrim (25 def, 14 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+2 eff.) Armour: +14 Defense: +25 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 20 arcane Changes stats: +10 Str / +2 Dex / +7 Mag / +3 Wil / +4 Cun / +8 Con Changes resistances: +6% acid / +33% cold / +13% darkness / +6% lightning / +24% blight / +45% fire / +24% nature / +39% light Changes resistances penetration: +8% darkness Changes damage: +9% darkness / +3% arcane Talent mastery: +0.30 Technique / Combat training Stealth bonus: +28 Physical save: +14 (+2 eff.) Spell save: -14 (-2 eff.) Mental save: +7 (+1 eff.) Life regen: +2.70 Stamina each turn: +0.50 Mana each turn: -0.14 Only die when reaching: -50.00 life Maximum life: +47.00 Maximum stamina: +15.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +5% Healing mod.: +27% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silethra the cashmere cloak (8 def, 0 armour) Silethra the cashmere cloak (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid / 16 mind Changes stats: +3 Str / +3 Con Changes resistances: +12% acid / +19% light / +13% blight / +13% fire / +16% nature / +3% mind Changes damage: +12% mind Critical mult.: +21.00% Stealth bonus: +21 Physical save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +2.20 Only die when reaching: -50.00 life Maximum life: +46.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Blackwalker the silk robe (24 def, 21 armour)Blackwalker the silk robe (24 def, 21 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +21 Defense: +24 (+5 eff.) Damage when hit (Melee): 12 temporal Changes stats: +22 Mag / +8 Wil / +5 Cun Changes resistances: +25% lightning / +58% darkness / +11% light / +55% mind Changes resistances penetration: +10% blight / +40% physical / +64% darkness / +33% temporal Changes damage: +17% lightning / +51% physical / +78% darkness / +22% temporal / +6% blight / +34% light / +29% mind / +17% all Physical save: +97 (+14 eff.) Spell save: +17 (+3 eff.) Mental save: +36 (+6 eff.) Mana each turn: +0.97 Psi each turn: +0.34 Maximum life: +60.00 Maximum mana: +176.00 Maximum hate: +26.00 Spellpower: +80 (+17 eff.) Spell crit. chance: +34% Mindpower: +18 (+4 eff.) Mental crit. chance: +10% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +15 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 233.45 to 291.81 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level. ancient woollen robe of Linaniil (0 def, 0 armour)ancient woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances penetration: +9% physical / +9% temporal Changes damage: +11% physical / +9% temporal Mana each turn: +0.19 Maximum mana: +64.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +9% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of power (0 def, 0 armour)mindwoven woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +11% all Mental save: +21 (+3 eff.) Spellpower: +14 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berentir the pair of voratun boots (10 def, 15 armour) Berentir the pair of voratun boots (10 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +17.0% Physical power: +17 (+2 eff.) Armour: +15 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -16% Effects on melee hit: * 10% chance to disease Changes stats: +6 Wil / +7 Cun / +12 Con Changes resistances: +14% acid / +15% lightning / +14% cold / +7% arcane / +15% fire Changes resistances penetration: +22% physical Changes damage: +3% blight / +15% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Maximum encumbrance: +50 Physical save: +39 (+6 eff.) Mental save: +32 (+5 eff.) Silence immunity: +50% Confusion immunity: +43% Stun/Freeze immunity: +50% Stamina each turn: +2.10 Maximum life: +60.00 Maximum stamina: +40.00 Mindpower: +13 (+3 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots (0 def, 3 armour)grounding pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% lightning / +11% temporal A pair of boots made of leather. |
Eclipsefiend (0 def, 3 armour) Eclipsefiend (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Physical crit. chance: +39.0% Physical power: +20 (+2 eff.) Armour: +3 Fatigue: -10% Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 69 mind / 40 darkness Changes stats: +5 Str / +6 Dex / +2 Wil / +5 Cun / +9 Con Changes resistances: +17% mind / +15% darkness Changes resistances penetration: +20% physical Changes damage: +17% mind / +9% arcane Critical mult.: +30.00% Physical save: +47 (+7 eff.) Spell save: +20 (+3 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +100% Life regen: +4.20 Stamina each turn: +1.20 Mana each turn: +0.28 Psi each turn: +0.40 Only die when reaching: -60.00 life Spellpower: +16 (+4 eff.) Spell crit. chance: +49% Mindpower: +10 (+2 eff.) Mental crit. chance: +42% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterobeisance the rough leather gloves (0 def, 5 armour) Glitterobeisance the rough leather gloves (0 def, 5 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Armour: +5 Changes stats: +1 Str Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +30 Physical save: +6 (+1 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +23% Life regen: +0.20 Stamina each turn: +0.80 Maximum life: +44.00 Spell crit. chance: +7% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Glulaith' (0 def, 9 armour) drakeskin leather gloves 'Glulaith' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +45 (+5 eff.) Physical crit. chance: +20.0% Physical power: +20 (+2 eff.) Armour: +9 Effects on melee hit: * 48% chance to cause random gloom Damage (Melee): 95 mind / 80 darkness Changes stats: +8 Str / +8 Mag / +11 Cun / +8 Con Changes resistances: +10% mind / +24% darkness Changes damage: +8% mind / +11% arcane Grants telepathy: Humanoid/Orc Critical mult.: +30.00% Physical save: +49 (+7 eff.) Spell save: +9 (+2 eff.) Mental save: +29 (+5 eff.) Disarm immunity: +140% Life regen: +8.40 Stamina each turn: +3.30 Mana each turn: +0.40 Psi each turn: +0.40 Mana when firing critical spell: +2.00 Maximum life: +80.00 Maximum stamina: +40.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +26% Mindpower: +19 (+4 eff.) Mental crit. chance: +20% Infravision radius: +8 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 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. |
This item will automatically be transmogrified when you leave the level. stone warden's dwarven-steel gauntlets (0 def, 15 armour)stone warden's dwarven-steel gauntlets (0 def, 15 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +11% Changes stats: +11 Con Changes resistances: +9% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Voronn the Muckpython (1 def, 0 armour) Voronn the Muckpython (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 nature Changes stats: +4 Cun / +4 Wil Changes resistances: +16% lightning / +21% acid Changes resistances penetration: +15% acid Changes damage: +11% lightning Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat of the Brotherhood (2 def, 0 armour)insulating cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Con / +7 Mag Changes resistances: +11% cold / +11% fire Changes damage: +13% arcane It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rough leather cap 'Filthviper' (0 def, 1 armour) rough leather cap 'Filthviper' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature / 8 arcane Changes stats: +8 Str / +10 Dex / +1 Mag / +2 Wil / +2 Con Changes resistances: +11% darkness Changes damage: +9% blight / +6% arcane Critical mult.: +5.00% Physical save: +6 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Infravision radius: +3 Damage Shield penetration: +10% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Eyal (4 def, 7 armour)reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +3.40 Maximum life: +88.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impervious dwarven-steel shield of radiance (8 def, 11 armour, 159.5 block)impervious dwarven-steel shield of radiance (8 def, 11 armour, 159.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Changes stats: +10 Con / +4 Mag Changes resistances: +16% light Talent granted: +3 Block Physical save: +11 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows of annihilation (17/17, 40.5-56.7 power, 18 apr)barbed quiver of yew arrows of annihilation (17/17, 40.5-56.7 power, 18 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.5 - 56.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +9.0% Capacity: 17 On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +12 bleed Arrows are used with bows to pierce your foes to death. |
11 agate 11 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. |
1414 alchemist agate 1414 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. |
3 onyx 3 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 spinel 16 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (179 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Jetrigor' brass lantern 'Jetrigor'Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +13 Physical power: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +3% all Changes resistances penetration: +14% all / +15% physical Changes damage: +6% darkness Maximum encumbrance: +10 Physical save: +10 (+1 eff.) Spell save: +7 (+1 eff.) Light radius: +6 Healing mod.: +5% 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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 Recall (2/2) Rod of Recall (2/2)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 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
14 ametrine 14 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. |
14 citrine 14 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. |
9 zircon 9 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
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By OkayProbablyItWasWrong the Halfling Rogue level 51
15th Dusk 122nd year of Ascendancy at 18:26 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By OkayProbablyItWasWrong the Halfling Rogue level 123
40th Dusk 122nd year of Ascendancy at 11:04 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By OkayProbablyItWasWrong the Halfling Rogue level 100
24th Dusk 122nd year of Ascendancy at 23:34 see stats
Exterminator (Uniques)
Killed 1000 creatures.By OkayProbablyItWasWrong the Halfling Rogue level 82
19th Dusk 122nd year of Ascendancy at 04:32 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By OkayProbablyItWasWrong the Halfling Rogue level 141
63rd Dusk 122nd year of Ascendancy at 15:28 see stats
Fear me not! (Uniques)
Survived the Fearscape!By OkayProbablyItWasWrong the Halfling Rogue level 16
2nd Flare 122nd year of Ascendancy at 10:36 see stats
Fool of a Took! (Uniques)
Killed oneself as a halfling.By OkayProbablyItWasWrong the Halfling Rogue level 117
39th Dusk 122nd year of Ascendancy at 15:00 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OkayProbablyItWasWrong the Halfling Rogue level 51
15th Dusk 122nd year of Ascendancy at 17:07 see stats
Level 10 (Uniques)
Got a character to level 10.By OkayProbablyItWasWrong the Halfling Rogue level 10
77th Pyre 122nd year of Ascendancy at 23:27 see stats
Level 20 (Uniques)
Got a character to level 20.By OkayProbablyItWasWrong the Halfling Rogue level 20
11st Dusk 122nd year of Ascendancy at 23:43 see stats
Level 30 (Uniques)
Got a character to level 30.By OkayProbablyItWasWrong the Halfling Rogue level 30
12nd Dusk 122nd year of Ascendancy at 17:14 see stats
Level 40 (Uniques)
Got a character to level 40.By OkayProbablyItWasWrong the Halfling Rogue level 40
14th Dusk 122nd year of Ascendancy at 06:26 see stats
Level 50 (Uniques)
Got a character to level 50.By OkayProbablyItWasWrong the Halfling Rogue level 50
15th Dusk 122nd year of Ascendancy at 10:46 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By OkayProbablyItWasWrong the Halfling Rogue level 127
40th Dusk 122nd year of Ascendancy at 23:43 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By OkayProbablyItWasWrong the Halfling Rogue level 75
17th Dusk 122nd year of Ascendancy at 22:55 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By OkayProbablyItWasWrong the Halfling Rogue level 58
17th Dusk 122nd year of Ascendancy at 02:22 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By OkayProbablyItWasWrong the Halfling Rogue level 46
14th Dusk 122nd year of Ascendancy at 20:49 see stats
Take you with me (Uniques)
Killed a boss while already dead.By OkayProbablyItWasWrong the Halfling Rogue level 117
39th Dusk 122nd year of Ascendancy at 15:00 see stats
The Arena (Uniques)
Unlocked Arena mode.By OkayProbablyItWasWrong the Halfling Rogue level 9
77th Pyre 122nd year of Ascendancy at 10:09 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By OkayProbablyItWasWrong the Halfling Rogue level 51
15th Dusk 122nd year of Ascendancy at 18:26 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By OkayProbablyItWasWrong the Halfling Rogue level 100
24th Dusk 122nd year of Ascendancy at 22:26 see stats
The secret city (Uniques)
Discovered the truth about mages.By OkayProbablyItWasWrong the Halfling Rogue level 136
62nd Dusk 122nd year of Ascendancy at 18:38 see stats
Thralless (Uniques)
Freed at least 30 enthralled slaves in the slavers' compound.By OkayProbablyItWasWrong the Halfling Rogue level 135
53rd Dusk 122nd year of Ascendancy at 17:11 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By OkayProbablyItWasWrong the Halfling Rogue level 19
6th Flare 122nd year of Ascendancy at 21:49 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By OkayProbablyItWasWrong the Halfling Rogue level 18
3rd Flare 122nd year of Ascendancy at 21:35 see stats
Log
Poison from Emelewyn the xaren hits OkayProbablyItWasWrong for 16 nature damage.
Crippling Poison from Emelewyn the xaren hits OkayProbablyItWasWrong for 5 nature damage.
Emelewyn the xaren overcomes the gloom.
Emelewyn the xaren overcomes the gloom
Emelewyn the xaren has recovered!
Curse of Death from OkayProbablyItWasWrong hits Emelewyn the xaren for 8 darkness damage.
OkayProbablyItWasWrong uses Infusion: Healing.
OkayProbablyItWasWrong stops being poisoned.
OkayProbablyItWasWrong receives 850 healing from Infusion: Healing.
OkayProbablyItWasWrong uses Infusion: Regeneration.
OkayProbablyItWasWrong starts regenerating health quickly.
OkayProbablyItWasWrong the level 166 halfling rogue suffocated to death on level 1 of Daikara.
You have 2 life(s) left.
OkayProbablyItWasWrong is no longer poisoned.
OkayProbablyItWasWrong deactivates Lacerating Strikes.
OkayProbablyItWasWrong stops regenerating health quickly.
OkayProbablyItWasWrong deactivates Precision.
OkayProbablyItWasWrong deactivates Elemental Harmony.
The protective shield of OkayProbablyItWasWrong disappears.
OkayProbablyItWasWrong is no longer evading attacks.
OkayProbablyItWasWrong deactivates Premonition.
OkayProbablyItWasWrong deactivates Crippling Poison.
OkayProbablyItWasWrong deactivates Vulnerability Poison.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
OkayProbablyItWasWrong can breathe again.
Saving game...
