Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Safer Automatic Talents 1.1.5Expands automatic talent usage. Name is a misnomer now, since this is less about safety and more about extended options, but that's what I called it originally, so whatever. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Marson's UI Modifications 1.2.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. New Gem Types 1.2.4Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.2.3In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Doctornull's Ego Pack 1.1.6Not complete. Please don't use yet unless you want to beta-test an incomplete addon. Contains replacements for existing egos. Details here: Summary: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Allow Respec Anywhere 1.2.3Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Conveyance Reward 1.2.3This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.1.4 No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Necromancy+ 1.2.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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:
Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Gifted |
Class | Shadowblade |
Level / Exp | 50 / 532% |
Size | medium |
Lifes / Deaths | Killed by wolf at level 2 on the 76th Pyre 122nd year of Ascendancy at 21:06 / 52Killed by Elirin the black ooze at level 7 on the 2nd Mirth 122nd year of Ascendancy at 01:24 Killed by Elirin the black ooze at level 7 on the 2nd Mirth 122nd year of Ascendancy at 02:18 Killed by Elirin the black ooze at level 7 on the 2nd Mirth 122nd year of Ascendancy at 03:16 Killed by Elirin the black ooze at level 7 on the 2nd Mirth 122nd year of Ascendancy at 04:22 Killed by wolf at level 8 on the 3rd Mirth 122nd year of Ascendancy at 08:57 Killed by Aranor the white jelly at level 8 on the 3rd Mirth 122nd year of Ascendancy at 16:53 Killed by panther at level 9 on the 4th Mirth 122nd year of Ascendancy at 10:36 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 07:15 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 07:58 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 09:55 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 11:12 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 12:09 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 14:25 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 16:04 Killed by dreaming giant venus flytrap at level 10 on the 7th Mirth 122nd year of Ascendancy at 18:41 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 21:40 Killed by Xanatta the slumbering warg at level 10 on the 7th Mirth 122nd year of Ascendancy at 23:43 Killed by Dadasad the shalore at level 12 on the 17th Dusk 122nd year of Ascendancy at 12:57 Killed by Bildie the shalore at level 14 on the 43rd Dusk 122nd year of Ascendancy at 14:24 Killed by Stadd the human at level 14 on the 56th Dusk 122nd year of Ascendancy at 17:04 Killed by Kavdush the shalore at level 14 on the 56th Dusk 122nd year of Ascendancy at 22:16 Killed by Kavdush the shalore at level 14 on the 56th Dusk 122nd year of Ascendancy at 23:15 Killed by Urkis, the High Tempest at level 17 on the 9th Haze 122nd year of Ascendancy at 01:26 Killed by Urkis, the High Tempest at level 17 on the 9th Haze 122nd year of Ascendancy at 02:02 Killed by multi-hued drake hatchling at level 17 on the 9th Haze 122nd year of Ascendancy at 06:06 Killed by Urkis, the High Tempest at level 17 on the 9th Haze 122nd year of Ascendancy at 19:30 Killed by Emutha the large white snake at level 19 on the 17th Haze 122nd year of Ascendancy at 02:06 Killed by midge swarm at level 19 on the 17th Haze 122nd year of Ascendancy at 02:52 Killed by Emutha the large white snake at level 19 on the 17th Haze 122nd year of Ascendancy at 23:48 Killed by Emutha the large white snake at level 19 on the 18th Haze 122nd year of Ascendancy at 05:40 Killed by Emutha the large white snake at level 19 on the 18th Haze 122nd year of Ascendancy at 06:55 Killed by Emirin the white worm mass at level 20 on the 19th Haze 122nd year of Ascendancy at 01:29 Killed by Imianas the shalore at level 20 on the 65th Haze 122nd year of Ascendancy at 12:37 Killed by Imianas the shalore at level 20 on the 65th Haze 122nd year of Ascendancy at 13:54 Killed by Imianas the shalore at level 20 on the 65th Haze 122nd year of Ascendancy at 16:10 Killed by Imianas the shalore at level 20 on the 65th Haze 122nd year of Ascendancy at 17:31 Killed by multi-hued crystal at level 22 on the 7th Allure 123rd year of Ascendancy at 03:57 Killed by Eilinolle the squid at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 17:49 Killed by Eilinolle the squid at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 19:14 Killed by Ce'Nota the squid at level 24 on the 4th Regrowth 123rd year of Ascendancy at 05:33 Killed by Weirdling Beast at level 24 on the 5th Regrowth 123rd year of Ascendancy at 10:44 Killed by Weirdling Beast at level 24 on the 5th Regrowth 123rd year of Ascendancy at 13:22 Killed by elven corruptor at level 25 on the 7th Regrowth 123rd year of Ascendancy at 18:32 Killed by Kryl-Feijan at level 26 on the 8th Regrowth 123rd year of Ascendancy at 21:06 Killed by Silydassra the elven warrior at level 27 on the 9th Regrowth 123rd year of Ascendancy at 20:05 Killed by Silydassra the elven warrior at level 27 on the 9th Regrowth 123rd year of Ascendancy at 21:08 Killed by Grand Corruptor at level 31 on the 71st Regrowth 123rd year of Ascendancy at 01:52 Killed by elven cultist at level 31 on the 71st Regrowth 123rd year of Ascendancy at 13:26 Killed by overpowered greater multi-hued wyrm at level 49 on the 6th Mirth 123rd year of Ascendancy at 18:41 Killed by multi-hued drake at level 50 on the 7th Mirth 123rd year of Ascendancy at 01:46 Killed by multi-hued drake at level 50 on the 7th Mirth 123rd year of Ascendancy at 11:45 |
Primary Stats
Strength | 74 (base 10) |
Dexterity | 53 (base 21) |
Constitution | 33 (base 23) |
Magic | 98 (base 60) |
Willpower | 72 (base 60) |
Cunning | 81 (base 60) |
Resources
Mana | 650/650 |
Life | 1196/1196 |
Paradox | 125 |
Hate | 58/100 |
Psi | 162/162 |
Vim | 261/261 |
Positive | 169/177 |
Stamina | 342/342 |
Equilibrium | 43 |
Healing Factor | 0.99005536495324 |
Regeneration | 0.24751384123833 |
Speed
Mental | +13.73025370343% |
Attack | 0% |
Movement | 0% |
Spell | +13.73025370343% |
Global | +120% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 8 |
Stealth | 69.836680034816 |
Offense: Mainhand
Damage | 123 |
Accuracy | 62 |
Crit Chance | 50% |
APR | 29 |
Speed | 0.88 |
Offense: Spell
Spellpower | 86.725229772628 |
Crit Chance | 66% |
Speed | 0.87927351556575 |
Offense: Mind
Mindpower | 54.933333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 52.338654160096 (30%) |
Defense | 66.413760314528 |
Ranged Defense | 66.413760314528 |
Fatigue | 0 |
Physical Save | 61.41875 |
Spell Save | 59.380746224414 |
Mental Save | 66.94375 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 22% |
Confusion Resistance | 34% |
Fear Resistance | 50% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 924% over 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.10 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Displace Damage |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Antimagic Shield |
talent | Lacerating Strikes |
talent | Chant of Resistance |
talent | Arcane Power |
talent | Inner Power |
talent | Horrifying Blows |
talent | Phantasmal Shield |
talent | Defensive Posture |
talent | Bleak Outcome |
talent | Blur Sight |
talent | Beyond the Flesh |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Vorirelle the skeleton warrior. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +2. | 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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +2. | 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 Shardskin. * 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 ice 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. | done |
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 entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 438. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 8 power out of 20/20) : Effective talent level: 2.8 Power cost: 8 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 92% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Light source | bright alchemist's lamp of the sun bright alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 118.27 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Silurida' (0 def, 3 armour) hardened leather cap 'Silurida' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +9 Str / +6 Dex / +2 Mag / +3 Con Changes resistances: +13% mind Physical save: +20 Mental save: +16 Confusion immunity: +23% Healing mod.: +20% A cap made of leather. |
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
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 Sleep immunity: +100% Mindpower: +5 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 13 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 | Belymithra BelymithraCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 Armour penetration: +9 Defense: +10 Changes stats: +2 Str / +5 Dex Physical save: +20 Disarm immunity: +28% Pinning immunity: +22% Knockback immunity: +30% Stamina each turn: +0.40 Only die when reaching: -100.00 life Maximum life: +48.00 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Mayowe MayowePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 Fatigue: -6% Changes stats: +3 Str / +1 Mag / +3 Con Changes resistances: +24% darkness Changes resistances penetration: +5% blight Changes damage: +12% darkness Maximum encumbrance: +21 Spell crit. chance: +3% Rings can have magical properties. |
Around neck | mindweaver's stralite amulet of manastreaming mindweaver's stralite amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun / +8 Mag Mental save: +9 Confusion immunity: +11% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Mindpower: +13 Amulets can have magical properties. |
In main hand | elven-wood vilestaff 'Shadowrain' (32-38.4 power, 5 apr, physical damage) elven-wood vilestaff 'Shadowrain' (32-38.4 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 32.0 - 38.4 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +9 Physical crit. chance: +8.0% Physical power: +10 Changes resistances: +9% temporal Changes damage: +32% light / +6% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +30 Spell crit. chance: +7% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 79.01 to 237.04 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Around waist | hardened leather belt 'Harontir' hardened leather belt 'Harontir'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +16 Changes stats: +4 Dex / +5 Cun / +7 Lck Critical mult.: +15.00% Trap disarming bonus: +16 Stealth bonus: +10 Physical save: +30 Mindpower: +4 Infravision radius: +4 A belt that goes around your waist. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +6 Cun / +8 Mag Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 It can be used to activate talent Barrier (costing 36 power out of 40/40) : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 331 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | Brightwitch (5 def, 0 armour) Brightwitch (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 Physical crit. chance: +1.0% Defense: +5 Changes stats: +2 Str / +3 Dex Changes resistances: +23% mind / +23% darkness / +30% light Changes damage: +26% light Physical save: +17 Spell save: +16 Mental save: +28 Mana each turn: +0.34 Only die when reaching: -80.00 life Maximum mana: +80.00 Spellpower: +27 Spell crit. chance: +9% 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. |
Inventory
adaptation infusion of the sneak (cure 2 afflictions; duration 18, 20% resist, 52% recovery) adaptation infusion of the sneak (cure 2 afflictions; duration 18, 20% resist, 52% recovery)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: 33 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 18 turns, you gain water breathing, 20% fire and cold resistance, and have a 52% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. 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. |
adaptation infusion of the titan (cure 2 afflictions; duration 14, 24% resist, 33% recovery) adaptation infusion of the titan (cure 2 afflictions; duration 14, 24% resist, 33% recovery)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: 35 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 14 turns, you gain water breathing, 24% fire and cold resistance, and have a 33% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Constitution 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 of the warrior (+15 for 11 turns, die at -889) heroism infusion of the warrior (+15 for 11 turns, die at -889)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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -889 life. However, when below 0 you cannot see how much life you have left. 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 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. |
movement infusion of the psychic (565% speed; 4 turns) movement infusion of the psychic (565% speed; 4 turns)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 psychic (heal 305 over 5 turns) regeneration infusion of the psychic (heal 305 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 305 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 psychic (heal 378 over 5 turns) regeneration infusion of the psychic (heal 378 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 378 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 442 over 5 turns) regeneration infusion of the wizard (heal 442 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 442 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. |
regeneration infusion of the wizard (heal 455 over 5 turns) regeneration infusion of the wizard (heal 455 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 455 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 of the psychic (resist 24%; cure mental) wild infusion of the psychic (resist 24%; 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 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. |
wild infusion of the psychic (resist 22%; cure physical) wild infusion of the psychic (resist 22%; 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 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. |
wild infusion of the titan (resist 24%; cure magical, physical) wild infusion of the titan (resist 24%; cure magical, 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 24% for 7 turns. Its effects scale with your Constitution 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 wizard (resist 30%; cure mental) wild infusion of the wizard (resist 30%; 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 30% for 6 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. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
biting gale rune of the psychic (151 cold damage; 56 apply power) biting gale rune of the psychic (151 cold damage; 56 apply power)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 151.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 56. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (888% regen over 10 turns; 44 instant mana) manasurge rune of the psychic (888% regen over 10 turns; 44 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 888% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1166% regen over 10 turns; 58 instant mana) manasurge rune of the sneak (1166% regen over 10 turns; 58 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1166% over 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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. |
phase door rune of the psychic (range 10; power 30; dur 3) phase door rune of the psychic (range 10; power 30; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 503 for 5 turns) shielding rune of the psychic (absorb 503 for 5 turns)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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 503 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Buldir the steel amulet Buldir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Changes resistances: +10% light / +10% darkness Maximum encumbrance: +20 Physical save: +3 Blindness immunity: +23% Life regen: +1.30 Light radius: +1 Amulets can have magical properties. |
Nightpeal NightpealInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -7% Changes resistances: +15% fire / +21% cold Changes damage: +6% darkness Critical mult.: +14.00% Spell save: +10 Life regen: +3.70 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +30% Amulets can have magical properties. |
Salyta SalytaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +10 Changes resistances: +2% physical Changes resistances cap: +5% all Changes damage: +6% arcane Physical save: +22 Spell save: +23 Mental save: +21 Blindness immunity: +25% Knockback immunity: +5% Spellpower on spell critical (stacks up to 3 times): +6 Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Unrileg the Chargeknight Unrileg the ChargeknightCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 Fatigue: -16% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 20 acid Changes stats: +9 Dex / +10 Cun / +15 Con Changes resistances: +9% lightning Changes damage: +9% acid / +9% physical Life regen: +2.70 Stamina each turn: +2.80 Movement speed: +20% Combat speed: +10% Amulets can have magical properties. |
clarifying gold amulet of the fish clarifying gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind / +10% cold Allows you to breathe in: water Confusion immunity: +20% Amulets can have magical properties. |
steel amulet 'Xeromira' steel amulet 'Xeromira'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Con Changes resistances: +14% physical Changes resistances penetration: +15% blight Pinning immunity: +20% Knockback immunity: +23% Life regen: +0.90 Amulets can have magical properties. |
wanderer's gold amulet of magic (+3) wanderer's gold amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +5 Mag / +3 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
conjurer's gold ring of pilfering conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +8 Defense: +9 Changes stats: +4 Mag / +4 Wil Spellpower: +7 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's stralite ring of blinding strikes conjurer's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 11 lightning / 7 blinding Damage (Ranged): 3 lightning / 4 blinding Changes stats: +4 Mag / +6 Wil Spellpower: +8 Rings can have magical properties. |
faerie's stralite ring of mana (+0.11/turn) faerie's stralite ring of mana (+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +4 Mag Silence immunity: +31% Mana each turn: +0.11 Spellpower: +9 Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 Changes stats: +4 Cun Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
savior's steel ring of light (+22%) savior's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +8 Spell save: +8 Mental save: +6 Rings can have magical properties. |
stralite ring 'Elena' stralite ring 'Elena'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 28 % chance of gloom effects / 50 bleed Changes stats: +8 Cun / +2 Wil Changes resistances: +18% acid / +16% fire / +11% lightning / +12% cold Mental save: +3 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum hate: +17.00 Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
warrior's voratun ring of darkness (+36%) warrior's voratun ring of darkness (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +22 Changes stats: +11 Str Changes resistances: +36% darkness Changes damage: +18% darkness Rings can have magical properties. |
wizard's copper ring of corrosion (+20%) wizard's copper ring of corrosion (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +20% acid Changes damage: +10% acid Spell save: +8 Rings can have magical properties. |
Layida (60.5-90.75 power, 3 apr) Layida (60.5-90.75 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.5 - 90.8 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% Damage (Melee): +13 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +12 Changes stats: +1 Str / +7 Dex / +6 Cun It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
hateful steel dagger of purging (12-15.6 power, 6 apr) hateful steel dagger of purging (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature / +7 darkness Damage against: +7% Living Sharp, short and deadly. |
steel dagger 'Bokimaleg' (16.5-21.45 power, 6 apr) steel dagger 'Bokimaleg' (16.5-21.45 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 mind / +4 arcane When wielded/worn: Changes damage: +3% temporal Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
thunderous voratun dagger of ruin (38.5-50.05 power, 9 apr) thunderous voratun dagger of ruin (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to daze When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +11% lightning Critical mult.: +14.00% Sharp, short and deadly. |
voratun dagger 'Hurorek' (37.5-48.75 power, 9 apr) voratun dagger 'Hurorek' (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn * Slows global speed by 40% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +12 Physical crit. chance: +10.0% Physical power: +23 Changes stats: +6 Str / +5 Con Changes resistances: +3% cold Changes resistances penetration: +10% physical Changes damage: +10% physical Spell save: +25 Disarm immunity: +20% Stamina when hit: +2.00 Sharp, short and deadly. |
Guba (51.5-77.25 power, 2 apr) Guba (51.5-77.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 7.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 51.5 - 77.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armor Burst (radius 1) on hit: +4 arcane When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes damage: +12% arcane * Grants [Sweeping Blows] Talent * Grants [Heavy Strike] Talent Massive two-handed clubs. |
Scorchshear the dragonbone greatclub (72-108 power, 4 apr) Scorchshear the dragonbone greatclub (72-108 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 6.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +24% light / +18% mind Changes resistances penetration: +15% mind / +16% darkness Equilibrium when hit: +0.20 Mental crit. chance: +4% See stealth: +24 See invisible: +14 * Grants [Heavy Strike] Talent Massive two-handed clubs. |
Eremithad (74-111 power, 3 apr) Eremithad (74-111 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 74.0 - 111.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +21% mind / +3% blight Massive two-handed mauls. |
paladin's voratun greatmaul of torment (69-103.5 power, 4 apr) paladin's voratun greatmaul of torment (69-103.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +26 light Damage conversion: 55% light When wielded/worn: Changes resistances penetration: +17% mind / +16% darkness / +10% light Massive two-handed mauls. |
stralite greatmaul 'Shimmercast' (70.5-105.75 power, 3 apr) stralite greatmaul 'Shimmercast' (70.5-105.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Accuracy: +13 Physical power: +14 Fatigue: -6% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +6 Con Changes resistances penetration: +15% lightning / +19% physical Changes damage: +16% physical Disarm immunity: +42% Stamina when hit: +3.00 Massive two-handed mauls. |
Voryremira the stralite greatspear (51.5-82.4 power, 8 apr) Voryremira the stralite greatspear (51.5-82.4 power, 8 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% Damage (Melee): +20 mind Thrust Range: 2 When wielded/worn: Accuracy: +11 Defense: +14 Changes resistances: +6% darkness / +6% light Changes damage: +6% acid Spell save: +25 * Grants [Sweeping Blows] Talent It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A heavy spear. |
thunderous dwarven-steel greatspear of massacre (43.5-69.6 power, 6 apr) thunderous dwarven-steel greatspear of massacre (43.5-69.6 power, 6 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 18% chance to daze Thrust Range: 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +9% lightning A heavy spear. |
warbringer's voratun greatsword of amnesia (62-99.2 power, 4 apr) warbringer's voratun greatsword of amnesia (62-99.2 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +10 Changes stats: +6 Con Changes resistances penetration: +20% physical Disarm immunity: +39% Massive two-handed swords. |
elven-wood longbow 'Glintgasher' elven-wood longbow 'Glintgasher'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +9 Changes stats: +2 Dex Changes damage: +3% light Talent cooldown: Steady Shot (-1 turn) Critical mult.: +15.00% Longbows are used to shoot arrows at your foes. |
quick steel longsword of crippling (16-22.4 power, 3 apr) quick steel longsword of crippling (16-22.4 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Changes stats: +3 Dex Sharp, long, and deadly. |
steel rapier 'Blindbrace' (18-23.4 power, 3 apr) steel rapier 'Blindbrace' (18-23.4 power, 3 apr)Requires: - Strength 14 - Dexterity 14 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 2 Base power: 18.0 - 23.4 Uses stat: 120% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% def buff chance / acc (3 def 23 max 4 dur) Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 light Burst (radius 2) on crit: +8 darkness When wielded/worn: Defense: +3 Changes stats: +1 Dex Changes damage: +6% light Light radius: +1 A light sword. |
Harydur the stralite sceptre (31-43.4 power, 5 apr) Harydur the stralite sceptre (31-43.4 power, 5 apr)Requires: - Magic 28 - Constitution 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 31.0 - 43.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +23 cold When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +12% blight / +6% light Changes damage: +12% cold Spell save: +6 Pinning immunity: +10% Life regen: +0.70 Spellpower: +12 Spell crit. chance: +3% Healing mod.: +18% Blunt and deadly. |
Salugama the steel sceptre (12-16.8 power, 3 apr) Salugama the steel sceptre (12-16.8 power, 3 apr)Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Synaptic Static (10% chance level 2). Damage conversion: 12% dreamforge When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Str / +1 Wil Changes resistances penetration: +11% mind Changes damage: +3% temporal Critical mult.: +13.00% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Spell crit. chance: +6% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 188.97 light damage. Blunt and deadly. |
chilling stralite spear of lightning bolts (36.5-51.1 power, 8 apr) chilling stralite spear of lightning bolts (36.5-51.1 power, 8 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / spear ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% Damage (Melee): +13 cold Burst (radius 1) on hit: +6 lightning Damage conversion: 34% lightning Thrust Range: 2 When wielded/worn: Changes resistances penetration: +12% lightning Changes damage: +9% lightning It can be used to activate talent Lightning, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 113.45 to 340.36 damage The damage will increase with your Spellpower. A spear. |
Alotir (30-36 power, 6 apr, physical damage) Alotir (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Armour: +18 Defense: +21 Changes stats: +1 Wil Maximum wards: +3 light Changes resistances penetration: +5% blight Changes damage: +3% blight / +30% light Talents granted: +5 Ward +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Eclipsestrike the ash vilestaff (15-18 power, 3 apr, physical damage) Eclipsestrike the ash vilestaff (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 Effects on melee hit: * 7% chance to blind Changes resistances: +6% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +7% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 255.66 light damage. Staves designed for wielders of magic, by the greats of the art. |
Unrigas the yew magestaff (24-28.8 power, 4 apr, physical damage) Unrigas the yew magestaff (24-28.8 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 100% 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: Armour: +8 Defense: +8 Damage when hit (Melee): 16 blight Changes stats: +1 Wil Changes resistances: +10% lightning Maximum wards: +3 lightning Changes damage: +24% lightning Talents granted: +2 Ward +1 Command Staff Maximum hate: +6.00 Spellpower: +12 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Voidglean the yew magestaff (20-24 power, 4 apr, physical damage) Voidglean the yew magestaff (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% 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% Damage (Melee): +12 blight Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +8 Physical crit. chance: +14.0% Physical power: +9 Damage when hit (Melee): 4 darkness Changes damage: +20% temporal / +20% light / +3% blight / +20% physical / +20% darkness Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +21 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Ebonyfear' (15-18 power, 3 apr, physical damage) ash starstaff 'Ebonyfear' (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 darkness When wielded/worn: Accuracy: +13 Physical crit. chance: +18.0% Physical power: +12 Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +18 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Airblood the steel swordbreaker (9-11.7 power, 3 apr) Airblood the steel swordbreaker (9-11.7 power, 3 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.70 Ego Multiplier. [Unique] Type: weapon / swordbreaker ; tier 2 Base power: 9.0 - 11.7 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.0% blind chance / acc Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to daze On weapon crit: * maims the target Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +7 ice / +8 acid When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Defense: +11 Changes resistances penetration: +5% cold Light radius: +1 A small blade with many notches along its edge. |
Ariwen the dwarven-steel throwing knives (5/5, 12-15.6 power, 7 apr) Ariwen the dwarven-steel throwing knives (5/5, 12-15.6 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 3 Base power: 12.0 - 15.6 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Firing range: +4 Capacity: 5 On weapon crit: * wounds the target Damage (Melee): +8 mind Damage (Ranged): +8 blight / +12 bleed Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +7 Changes stats: +2 Dex It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. These knives are specially weighted to be thrown. |
Voryminne the voratun throwing knives (6/6, 32-41.6 power, 9 apr) Voryminne the voratun throwing knives (6/6, 32-41.6 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 5 Base power: 32.0 - 41.6 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Firing range: +5 Capacity: 6 Damage (Melee): +16 mind / +13 darkness Damage (Ranged): +12 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind Damage against: +13% Living When wielded/worn: Accuracy: +14 Defense: +14 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. These knives are specially weighted to be thrown. |
quick dwarven-steel throwing knives of crippling (4/4, 11-14.3 power, 7 apr) quick dwarven-steel throwing knives of crippling (4/4, 11-14.3 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 3 Base power: 11.0 - 14.3 Uses stat: 90% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% Firing range: +4 Capacity: 4 On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Changes stats: +3 Dex These knives are specially weighted to be thrown. |
Lorafast (45-63 power, 6 apr) Lorafast (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +11.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +14 Physical crit. chance: +27.0% Physical power: +13 Changes resistances: +12% acid Critical mult.: +18.00% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spell crit. chance: +4% One-handed war axes. |
arcing reinforced leather whip of shearing (28.5-31.35 power, 3 apr) arcing reinforced leather whip of shearing (28.5-31.35 power, 3 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 28.5 - 31.4 Uses stat: 100% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% physical Changes damage: +9% physical A long, leather whip. |
grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +6 Life regen: +0.80 Maximum life: +43.00 Mindpower: +3 Healing mod.: +10% A belt that goes around your waist. |
hardened leather belt 'Silata' hardened leather belt 'Silata'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +5% arcane / +20% fire / +6% nature / +19% cold Trap disarming bonus: +12 Stealth bonus: +7 Spell save: +17 Infravision radius: +4 A belt that goes around your waist. |
nightruned hardened leather belt of burglary nightruned hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +10% light / +12% darkness Trap disarming bonus: +8 Stealth bonus: +8 Mental save: +6 Spellpower: +4 Infravision radius: +4 A belt that goes around your waist. |
Baliblek (2 def, 0 armour) Baliblek (2 def, 0 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: Defense: +2 Changes stats: +3 Str / +4 Mag / +10 Wil / +4 Cun Changes resistances: +6% acid / +3% fire / +12% light Spell save: +10 Maximum mana: +43.00 Spell crit. chance: +6% Mental crit. chance: +5% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +6 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Dex / +3 Con Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour) spellcowled linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +5 Mag / +2 Wil / +3 Cun Spell save: +6 Maximum mana: +40.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belyra the Shockbraze (5 def, 0 armour) Belyra the Shockbraze (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +44% physical Changes resistances penetration: +15% lightning / +27% physical / +32% darkness Changes damage: +24% darkness / +30% physical Maximum life: +30.00 Maximum hate: +19.00 Mindpower: +14 Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Khelabers the Brandwrest (0 def, 0 armour) Khelabers the Brandwrest (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Mag / +3 Wil Changes resistances: +10% mind / +12% darkness Changes damage: +3% arcane Physical save: +11 Spell save: +12 Mental save: +40 Mana each turn: +0.13 Psi each turn: +0.12 Mindpower: +3 Mental crit. chance: +3% Damage Shield penetration: +20% 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. |
Saleriamira the elven-silk robe (5 def, 0 armour) Saleriamira the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +5 Mag / +6 Wil / +3 Cun Changes resistances: +76% mind / +9% temporal Changes damage: +38% mind / +9% temporal Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Linaniil (3 def, 0 armour) stargazer's silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +4 Cun Changes damage: +15% light / +12% darkness Mana each turn: +0.21 Maximum mana: +75.00 Spellpower: +26 Spell crit. chance: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betawen (0 def, 9 armour) Betawen (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 Armour: +9 Fatigue: +3% Damage when hit (Melee): 8 acid Changes stats: +2 Cun / +3 Dex Changes resistances: +6% blight Changes resistances penetration: +10% blight / +7% physical Changes damage: +3% blight Infravision radius: +1 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
stealthy pair of hardened leather boots of phasing (0 def, 3 armour) stealthy pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Mag / +3 Wil / +7 Lck Stealth bonus: +8 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 22 cooldown. A pair of boots made of leather. |
Polirin the voratun gauntlets (0 def, 8 armour) Polirin the voratun gauntlets (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour: +8 Changes stats: +4 Str / +4 Dex / +5 Cun Changes resistances: +9% temporal / +12% mind / +6% fire Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +25 Mental save: +21 Disease immunity: +5% Maximum life: +71.00 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 91% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) alchemist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Damage (Melee): 5 elemental (random fire, cold, lightning or acid) Changes stats: +2 Str / +2 Mag / +3 Wil When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Heat (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of archery (0 def, 7 armour) sand rough leather gloves of archery (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +7 Damage (Melee): 6 physical Damage (Ranged): 6 physical Changes stats: +3 Cun / +3 Dex Changes damage: +4% physical When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour) spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Critical mult.: +34.00% Mana each turn: +0.23 Spellpower: +9 Spell crit. chance: +23% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Elemental bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of magic (+3) (0 def, 1 armour) steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +5 Mental save: +6 When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour) storm iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +5 lightning Damage conversion: 26% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour) augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% light Changes damage: +6% acid / +12% light / +7% lightning / +6% cold / +6% arcane / +6% fire A pointy cloth hat, very wizardly... |
bladed rough leather cap of knowledge (0 def, 1 armour) bladed rough leather cap of knowledge (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 5 physical Changes stats: +3 Str / +3 Wil / +3 Cun Mindpower: +4 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 417.5 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
dragonslayer's hardened leather cap of blood magic (0 def, 3 armour) dragonslayer's hardened leather cap of blood magic (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +5 Wil Changes resistances: +8% acid / +9% fire / +8% lightning / +8% cold Changes damage: +11% blight / +10% arcane Spell crit. chance: +1% A cap made of leather. |
werebeast's voratun helm of the depths (0 def, 5 armour) werebeast's voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +4 Cun / +4 Con Changes resistances: -28% light / +15% cold Allows you to breathe in: water Life regen: +1.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aerydherimira the drakeskin leather armour (5 def, 8 armour) Aerydherimira the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +4 Mag Changes resistances: +9% mind / +30% fire Critical mult.: +17.00% Spell save: +18 Mental save: +25 Spell crit. chance: +4% A suit of armour made of leather. |
Balolefang (2 def, 4 armour) Balolefang (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +1 Mag / +6 Wil / +6 Cun Changes resistances: +12% mind / +19% acid Changes resistances penetration: +10% arcane Mental save: +23 A suit of armour made of leather. |
Bogstreak the hardened leather armour (3 def, 9 armour) Bogstreak the hardened leather armour (3 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 7 light / 8 blight Changes stats: +3 Con Changes resistances: +12% acid / +15% darkness / +19% blight / +15% cold / +15% lightning Changes resistances penetration: +15% nature Changes damage: +6% nature Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
Islyrin the cured leather armour (2 def, 4 armour) Islyrin the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +5% mind / +33% lightning Mental save: +12 Stamina each turn: +0.20 Maximum life: +30.00 A suit of armour made of leather. |
Olemanarihad (17 def, 7 armour) Olemanarihad (17 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 Ranged Defense: +13 Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 4 light Changes stats: +5 Dex / +4 Con Changes resistances: +22% blight / +22% cold / +12% darkness / +15% lightning Changes damage: +6% mind / +3% temporal Critical mult.: +15.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Light radius: +2 Movement speed: +20% A suit of armour made of leather. |
miasmic hardened leather armour of Eyal (3 def, 6 armour) miasmic hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +6 Defense: +3 Fatigue: +8% Damage (Melee): 7 acid Damage (Ranged): 6 acid Changes resistances: +17% acid / +18% nature Life regen: +1.30 Maximum life: +60.00 Combat speed: +15% Healing mod.: +20% A suit of armour made of leather. |
miasmic hardened leather armour of the deep (3 def, 7 armour) miasmic hardened leather armour of the deep (3 def, 7 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +7 Defense: +3 Fatigue: +8% Damage (Melee): 6 acid Damage (Ranged): 7 acid Changes resistances: +26% acid / +11% cold / +13% nature Allows you to breathe in: water Combat speed: +15% A suit of armour made of leather. |
volcanic reinforced leather armour of the deep (4 def, 20 armour) volcanic reinforced leather armour of the deep (4 def, 20 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +4 Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +14% acid / +14% cold / +14% fire / +17% physical Allows you to breathe in: water A suit of armour made of leather. |
radiant stralite plate armour of purity (7 def, 13 armour) radiant stralite plate armour of purity (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when hit (Melee): 7 light Changes stats: +4 Con Changes resistances: +26% blight / +23% nature / +17% darkness Light radius: +3 Healing mod.: +17% A suit of armour made of metal plates. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 hematite 6 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 nuummite 7 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% 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: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
4 agate 4 agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
448 alchemist agate 448 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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: 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 Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / blue ; 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 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: 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 Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Tarredunarand the Flowerbrand (dig speed 7 turns) Tarredunarand the Flowerbrand (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 Armour: +2 Defense: +5 Changes stats: +2 Str Changes resistances: +3% blight / +5% physical / +12% nature / +3% light Changes resistances penetration: +15% nature Changes damage: +8% nature Critical mult.: +13.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
10 malachite 10 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
8 verdite 8 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 71 power out of 150/150) : Effective talent level: 4.0 Power cost: 71 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 42.20 cold damage and 50.64 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Glittervice GlitterviceInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 Changes stats: +8 Wil Changes resistances: +9% light Changes damage: +14% mind Physical save: +13 Spell save: +12 Mental save: +12 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Lisyyawyn' dwarven lantern 'Lisyyawyn'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 Defense: +14 Physical save: +25 Spell save: +15 Mental save: +18 Blindness immunity: +50% Confusion immunity: +24% Stamina each turn: +0.20 Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Light radius: +12 See stealth: +12 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's brass lantern nightwalker's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Changes stats: +4 Wil Critical mult.: +11.00% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 power out of 263/400. 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. |
blazing pouch of steel shots of torment (19/19, 20-24 power, 2 apr) blazing pouch of steel shots of torment (19/19, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stat: 120% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 On weapon hit: * 20% chance to torment the target Damage (Ranged): +11 fire / +5 mind / +5 darkness Damage conversion: 25% fire / 12% mind / 13% darkness Shots are used with slings to pummel your foes to death. |
2 enormous geode 2 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 geode 6 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 small geode 6 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
8 sugilite 8 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
4 tanzanite 4 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
Beonik the Blindraze [power 661] (14 cooldown) Beonik the Blindraze [power 661] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +12% mind / +3% acid Maximum wards: +2 lightning / +4 temporal / +4 blight / +4 fire / +5 cold Changes damage: +9% acid / +12% mind Talent granted: +1 Ward Maximum vim: +18.00 Light radius: +2 It can be used to fire a bolt of a random element (dam 330-661), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fogwhisper [power 126] (19 cooldown) Fogwhisper [power 126] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Maximum wards: +4 lightning / +4 temporal / +5 blight / +2 fire / +4 cold Changes resistances penetration: +5% arcane Talents granted: +1 Ward +4 Strike Maximum mana: +60.00 Spellpower: +6 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to try to disarm traps in a line (disarm power 126), placing all other charms into a 19 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Treeoracle [power 157] (9 cooldown) Treeoracle [power 157] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% nature Maximum wards: +3 lightning / +3 temporal / +3 blight / +4 fire / +4 cold Changes resistances penetration: +5% arcane Changes damage: +9% arcane / +3% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +2 Ward It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 amber 6 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: 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% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By LightGun2 the Gifted Shadowblade level 40
17th Pyre 123rd year of Ascendancy at 09:01 see stats
By LightGun2 the Gifted Shadowblade level 39
2nd Pyre 123rd year of Ascendancy at 22:38 see stats
By LightGun2 the Gifted Shadowblade level 31
71st Regrowth 123rd year of Ascendancy at 05:38 see stats
By LightGun2 the Gifted Shadowblade level 48
2nd Mirth 123rd year of Ascendancy at 00:43 see stats
By LightGun2 the Gifted Shadowblade level 49
6th Mirth 123rd year of Ascendancy at 18:37 see stats
By LightGun2 the Gifted Shadowblade level 47
76th Pyre 123rd year of Ascendancy at 03:56 see stats
By LightGun2 the Gifted Shadowblade level 37
79th Regrowth 123rd year of Ascendancy at 06:54 see stats
By LightGun2 the Gifted Shadowblade level 11
5th Dusk 122nd year of Ascendancy at 02:37 see stats
By LightGun2 the Gifted Shadowblade level 30
56th Regrowth 123rd year of Ascendancy at 18:38 see stats
By LightGun2 the Gifted Shadowblade level 43
61st Pyre 123rd year of Ascendancy at 02:46 see stats
By LightGun2 the Gifted Shadowblade level 42
59th Pyre 123rd year of Ascendancy at 22:38 see stats
By LightGun2 the Gifted Shadowblade level 45
72nd Pyre 123rd year of Ascendancy at 15:52 see stats
By LightGun2 the Gifted Shadowblade level 44
63rd Pyre 123rd year of Ascendancy at 13:29 see stats
By LightGun2 the Gifted Shadowblade level 28
45th Regrowth 123rd year of Ascendancy at 04:19 see stats
By LightGun2 the Gifted Shadowblade level 21
6th Allure 123rd year of Ascendancy at 05:57 see stats
By LightGun2 the Gifted Shadowblade level 17
10th Haze 122nd year of Ascendancy at 01:06 see stats
By LightGun2 the Gifted Shadowblade level 46
72nd Pyre 123rd year of Ascendancy at 23:32 see stats
By LightGun2 the Gifted Shadowblade level 25
5th Regrowth 123rd year of Ascendancy at 18:39 see stats
By LightGun2 the Gifted Shadowblade level 50
7th Mirth 123rd year of Ascendancy at 14:25 see stats
By LightGun2 the Gifted Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 04:33 see stats
By LightGun2 the Gifted Shadowblade level 20
18th Haze 122nd year of Ascendancy at 19:28 see stats
By LightGun2 the Gifted Shadowblade level 30
55th Regrowth 123rd year of Ascendancy at 16:54 see stats
By LightGun2 the Gifted Shadowblade level 40
2nd Pyre 123rd year of Ascendancy at 22:38 see stats
By LightGun2 the Gifted Shadowblade level 50
7th Mirth 123rd year of Ascendancy at 01:04 see stats
By LightGun2 the Gifted Shadowblade level 48
1st Mirth 123rd year of Ascendancy at 10:45 see stats
By LightGun2 the Gifted Shadowblade level 20
24th Haze 122nd year of Ascendancy at 08:05 see stats
By LightGun2 the Gifted Shadowblade level 29
46th Regrowth 123rd year of Ascendancy at 06:15 see stats
By LightGun2 the Gifted Shadowblade level 50
45th Dusk 123rd year of Ascendancy at 23:15 see stats
By LightGun2 the Gifted Shadowblade level 15
66th Dusk 122nd year of Ascendancy at 19:39 see stats
By LightGun2 the Gifted Shadowblade level 44
63rd Pyre 123rd year of Ascendancy at 16:40 see stats
By LightGun2 the Gifted Shadowblade level 22
8th Allure 123rd year of Ascendancy at 18:34 see stats
By LightGun2 the Gifted Shadowblade level 12
14th Dusk 122nd year of Ascendancy at 20:37 see stats
By LightGun2 the Gifted Shadowblade level 47
73rd Pyre 123rd year of Ascendancy at 00:09 see stats
By LightGun2 the Gifted Shadowblade level 12
16th Dusk 122nd year of Ascendancy at 10:17 see stats
By LightGun2 the Gifted Shadowblade level 31
69th Regrowth 123rd year of Ascendancy at 20:27 see stats
By LightGun2 the Gifted Shadowblade level 50
13rd Dusk 123rd year of Ascendancy at 13:31 see stats
By LightGun2 the Gifted Shadowblade level 40
33rd Pyre 123rd year of Ascendancy at 09:48 see stats
By LightGun2 the Gifted Shadowblade level 22
8th Allure 123rd year of Ascendancy at 00:38 see stats
By LightGun2 the Gifted Shadowblade level 39
1st Pyre 123rd year of Ascendancy at 03:01 see stats
Log
You gain 8.55 gold from the transmogrification of Xanykira (2 def, 0 armour).
You gain 5.71 gold from the transmogrification of wanderer's pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 7.05 gold from the transmogrification of restorative pair of dwarven-steel boots of rushing (0 def, 4 armour).
You gain 1.38 gold from the transmogrification of insulating pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour).
You gain 4.65 gold from the transmogrification of focusing cashmere robe of protection (6 def, 3 armour).
You gain 6.38 gold from the transmogrification of scouring steel buckler of crushing.
You gain 7.81 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of shearing (19-26.6 power, 4 apr).
You gain 4.50 gold from the transmogrification of surging yew magestaff of fate (20-24 power, 4 apr, physical damage).
You gain 6.85 gold from the transmogrification of infernal yew magestaff (20-24 power, 4 apr, physical damage).
You gain 8.05 gold from the transmogrification of Torchraider (15-18 power, 3 apr, physical damage).
You gain 14.85 gold from the transmogrification of Kindlewrack the elven-wood magestaff (25-30 power, 5 apr, physical damage).
You gain 13.70 gold from the transmogrification of Darkburst (14-15.4 power, 32 apr, mind damage).
You gain 10.10 gold from the transmogrification of Cyreth the dragonbone club (60.5-84.7 power, 6 apr).
You gain 7.50 gold from the transmogrification of Splendourpulverizer the steel longsword (24.5-34.3 power, 3 apr).
You gain 4.03 gold from the transmogrification of mighty elven-wood longbow of cold.
You gain 6.96 gold from the transmogrification of quick dwarven-steel greatsword of shearing (38.5-61.6 power, 2 apr).
You gain 1.75 gold from the transmogrification of sharp dwarven-steel dagger of amnesia (18-23.4 power, 7 apr).
You gain 4.75 gold from the transmogrification of elemental stralite dagger (27.5-35.75 power, 9 apr).
You gain 3.60 gold from the transmogrification of chilling stralite dagger of daylight (27-35.1 power, 9 apr).
You gain 7.58 gold from the transmogrification of caustic stralite dagger of disruption (27-35.1 power, 9 apr).
You gain 3.82 gold from the transmogrification of blazebringer's stralite dagger (28.5-37.05 power, 9 apr).
You gain 2.00 gold from the transmogrification of acid wave rune of the warrior (211 acid damage; dur 5; apply 69).
You gain 1.00 gold from the transmogrification of wild infusion (resist 22%; cure magical).
You gain 0.65 gold from the transmogrification of sun infusion (rad 8; power 22; turns 3; dispells darkness).
You gain 2.00 gold from the transmogrification of predatory infusion of the duelist (243 deadly poison (34.76/turn); +5% damage to demon).
You gain 1.50 gold from the transmogrification of adaptation infusion (cure 2 afflictions; duration 15, 16% resist, 18% recovery).
There is a teleportation circle to the surface 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...
Saving done.