Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. VampireLord 1.2.4VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.4.8In 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: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. 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. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Midnight 1.4.8Adds 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. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Haunted class 1.1.5Haunted: an unarmed hate-based warrior Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bastion 1.4.6A complete rework for Bulwark. Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. 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: Items Vault 1.4.8Donators/Buyers bonus! Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Monk 1.1.5Monk for versions b42 and above. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; New Gem Types 1.2.5Adds 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! Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Runic Golem 1.0.4 Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Forge Knight |
Level / Exp | 34 / 64% |
Size | huge |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 118 (base 49) |
Dexterity | 74 (base 60) |
Constitution | 81 (base 60) |
Magic | 90 (base 60) |
Willpower | 35 (base 27) |
Cunning | 107 (base 60) |
Resources
Life | 2683/2683 |
Mana | 643/643 |
Stamina | 412/412 |
Vim | 432/432 |
Healing Factor | 1.6838388416889 |
Regeneration | 56.798547704717 |
Speed
Mental | +89.869565217391% |
Attack | +29% |
Movement | +188.41134272266% |
Spell | +29% |
Global | +123.6% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
Offense: Mainhand
Damage | 370 |
Accuracy | 73 |
Crit Chance | 75% |
APR | 18 |
Speed | 0.45 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 68 |
Crit Chance | 61% |
Speed | 0.77519379844961 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 56% |
Speed | 0.77519379844961 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 94.85 (86.818181818182%) |
Defense | 40 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 49 |
Mental Save | 49 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 16% |
Fear Resistance | 6% |
Blind Resistance | 6% |
Disarm Resistance | 44% |
Bleed Resistance | 30% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 6% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 573 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 730 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forge powers | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Forgeknight combat expertise | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forger's endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Vigorous Assault |
talent | Slow Motion |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
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 feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You have explored the echoing cliffs and destroyed the Huge Dull Crystals. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the lost tinker from death by ghoulking. Escort: lost tinker (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 259. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | traveler's pair of rough leather boots of tirelessness (0 def, 2 armour) traveler's pair of rough leather boots of tirelessness (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -4% Maximum encumbrance: +23 Physical save: +7 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
Quiver | Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | alchemist's lamp 'Hurybers' alchemist's lamp 'Hurybers'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +30.00 Light radius: +3 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | forged dwarven-steel helm (5 def, 14.5 armour) forged dwarven-steel helm (5 def, 14.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +7% cold / +8% fire / +2% physical Talent granted: +2 Perfect Strike Mental save: +19 (+6 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.35 Maximum stamina: +38.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | brawler's normal tauntlets (0 def, 5 armour) brawler's normal tauntlets (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Talent granted: +3 Block Physical save: +7 (+2 eff.) Tauntlets behave like a shield, and allow you to block attacks. 37 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.41 cold and 17.67 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ghast's gold ring of blinding strikes ghast's gold ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 21% chance to blind Changes stats: +6 Cun Mindpower: +11 (+3 eff.) Rings can have magical properties. |
Around neck | wanderer's stralite amulet of cunning (+4) wanderer's stralite amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +13 Cun / +6 Con Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
In main hand | masterforged stralite greatsword (86.4-138.24 power, 18 apr) masterforged stralite greatsword (86.4-138.24 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 86.4 - 138.2 Uses stats: 30% Wil, 50% Mag, 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +18 Physical crit. chance: +11.5% Attack speed: 118% When this weapon hits: Stun (15% chance level 3). On weapon hit: * 7% chance to daze Damage (Melee): +66 lightning / +66 physical When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Changes damage: +32% nature / +32% darkness Talent granted: +5 Flameshock Massive two-handed swords. |
Around waist | Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 22 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In off hand | forged dwarven-steel shield (10.5 def, 11 armour, 47.5-57 power, 92 block) forged dwarven-steel shield (10.5 def, 11 armour, 47.5-57 power, 92 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +92 Damage (Melee): +10 lightning / +12 light When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to daze * 16% chance to blind Changes stats: +3 Dex / +4 Mag / +5 Con Changes resistances: +13% lightning / +2% fire / +13% light / +2% arcane Talents granted: +1 Repulsion +3 Block Spell save: +19 (+6 eff.) Disarm immunity: +6% Knockback immunity: +6% Handheld deflection devices. |
Cloak | thick linen cloak of the Shaloren (2 def, 6 armour) thick linen cloak of the Shaloren (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | reforged Thorn Mail (8.5 def, 38 armour) reforged Thorn Mail (8.5 def, 38 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +38 Defense: +8 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 10 % chance of gloom effects / 40 bleed Changes resistances: +15% physical / +14% darkness / +29% fire / +15% nature / +15% mind Talent cooldown: Forge Shield (-2 turns) Talents granted: +4 Blood Grasp +1 Power Catalyst: Magic Physical save: +49 (+13 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +55% Life regen: +6.00 Maximum life: +316.00 Size category: +1 A suit of armour made of mail. |
Inventory
vial of tan fluid vial of tan fluidInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion |
vial of orange fluid vial of orange fluidInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion |
vial of yellow fluid vial of yellow fluidInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion |
regeneration infusion of the warrior (heal 763 over 5 turns) regeneration infusion of the warrior (heal 763 over 5 turns)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 763 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 495 over 5 turns) regeneration infusion of the wizard (heal 495 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 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. Press to compare to your current inscriptions |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Soulstone SoulstonePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% light / +10% darkness Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Some of its power lingers, but it is no longer animate. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet 'Splendourseam' copper amulet 'Splendourseam'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% light Changes damage: +6% light Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+1 eff.) Light radius: +1 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
wanderer's steel amulet of cunning (+5) wanderer's steel amulet of cunning (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +6 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
serendipitous gold amulet of manastreaming serendipitous gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +10 Lck / +2 Mag Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 27 power out of 30/30) : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 19.51 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Glathra the copper ring Glathra the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
copper ring 'Xanessra' copper ring 'Xanessra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +1 Con Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +20.00 Healing mod.: +5% Rings can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 890 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Cleansepain (22-33 power, 2 apr) Cleansepain (22-33 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Damage (Melee): +10 temporal / +9 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +18.0% Massive two-handed battleaxes. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Nerilera the stralite battleaxe (47-70.5 power, 3 apr) Nerilera the stralite battleaxe (47-70.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Physical crit. chance: +4.0% Mental save: +9 (+3 eff.) Only die when reaching: -60.00 life Mental crit. chance: +3% Massive two-handed battleaxes. |
acidic stralite battleaxe of paradox (42.5-63.75 power, 3 apr) acidic stralite battleaxe of paradox (42.5-63.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +9 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
acidic stralite battleaxe of phasing (45-67.5 power, 15 apr) acidic stralite battleaxe of phasing (45-67.5 power, 15 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +37% Damage (Melee): +10 acid Massive two-handed battleaxes. |
masterforged dwarven-steel greatmaul (72.4-108.6 power, 17 apr) masterforged dwarven-steel greatmaul (72.4-108.6 power, 17 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 72.4 - 108.6 Uses stats: 30% Wil, 50% Mag, 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +39 Armour Penetration: +17 Physical crit. chance: +8.5% Attack speed: 118% When this weapon hits: Healing Light (15% chance level 3). On weapon hit: * 14% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +66 darkness / +66 cold When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+1 eff.) Changes stats: +5 Str / +5 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning Changes damage: +32% cold / +32% temporal Talent granted: +5 Acidic Spray Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
reforged Colaryem (82.3-131.68 power, 27 apr) reforged Colaryem (82.3-131.68 power, 27 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 82.3 - 131.7 Uses stats: 30% Wil, 50% Mag, 154% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +27 Physical crit. chance: +18.0% Attack speed: 118% When this weapon hits: Lightning Breath (10% chance level 3). Damage (Melee): +70 light / +70 cold When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning / +34% temporal / +34% cold Talent granted: +3 Bone Grab Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Massive two-handed swords. |
glacial stralite greatsword of erosion (49-78.4 power, 3 apr) glacial stralite greatsword of erosion (49-78.4 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature / +17 temporal Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +7 Changes resistances penetration: +14% cold Massive two-handed swords. |
masterforged stralite greatsword (93.3-149.28 power, 18 apr) masterforged stralite greatsword (93.3-149.28 power, 18 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 93.3 - 149.3 Uses stats: 30% Wil, 50% Mag, 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +18 Physical crit. chance: +11.5% Attack speed: 118% When this weapon hits: Stun (15% chance level 3). On weapon hit: * 20% chance to torment the target * Random elemental explosion Damage (Melee): +70 arcane / +70 cold When wielded/worn: Changes resistances penetration: +19% acid / +16% darkness / +13% lightning / +12% cold / +12% mind / +16% fire Changes damage: +34% mind / +34% fire Talent granted: +5 Acidic Spray Massive two-handed swords. |
stralite greatsword (51.5-82.4 power, 3 apr) stralite greatsword (51.5-82.4 power, 3 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
stralite greatsword of paradox (49-78.4 power, 3 apr) stralite greatsword of paradox (49-78.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +17% temporal Massive two-handed swords. |
stralite greatsword of shearing (50.5-80.8 power, 3 apr) stralite greatsword of shearing (50.5-80.8 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +10% physical Changes damage: +13% physical Massive two-handed swords. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 283.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Vorulle the stralite mace (35.5-49.7 power, 5 apr) Vorulle the stralite mace (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +31 insidious poison When wielded/worn: Effects on melee hit: * 10% chance to disease Changes damage: +12% blight Mental save: +25 (+8 eff.) Maximum psi: +30.00 Blunt and deadly. |
insidious stralite mace of erosion (34.5-48.3 power, 5 apr) insidious stralite mace of erosion (34.5-48.3 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 insidious poison / +10 temporal / +7 nature Blunt and deadly. |
plaguebringer's stralite mace of crippling (33.5-46.9 power, 5 apr) plaguebringer's stralite mace of crippling (33.5-46.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to disease On weapon crit: * cripple the target Damage (Melee): +9 blight When wielded/worn: Physical crit. chance: +9.0% Disease immunity: +26% Blunt and deadly. |
thought-forged stralite mace of projection (37-51.8 power, 5 apr) thought-forged stralite mace of projection (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 183.06 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
masterforged dwarven-steel shield (10.5 def, 11 armour, 48-57.6 power, 114 block) masterforged dwarven-steel shield (10.5 def, 11 armour, 48-57.6 power, 114 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +114 Damage (Melee): +13 temporal Burst (radius 2) on crit: +18 light / +16 darkness When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 10 temporal Changes resistances: +14% physical / +7% darkness / +14% fire / +12% temporal / +8% light Talents granted: +2 Arcane Shield +3 Block Spell save: +40 (+12 eff.) Disarm immunity: +30% Knockback immunity: +30% Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Glintbutcher (10 def, 2 armour, 50.5-60.6 power, 141 block) Glintbutcher (10 def, 2 armour, 50.5-60.6 power, 141 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +141 On weapon hit: * 23% chance to corrode armour Burst (radius 2) on crit: +12 blight When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 22 acid Changes resistances penetration: +5% light Changes damage: +9% light Talent granted: +4 Block Handheld deflection devices. |
Layorina the Lustreripper (10 def, 2 armour, 53-63.6 power, 134 block) Layorina the Lustreripper (10 def, 2 armour, 53-63.6 power, 134 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 Damage (Melee): +12 blight / +16 light When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 8 blight Changes stats: +1 Mag Changes resistances: +22% lightning Talent granted: +4 Block Handheld deflection devices. |
Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block) Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block)Requires: - Willpower 35 - Strength 35 - Constitution 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 75.0 - 105.0 Uses stats: 100% Wil, 70% Str, 50% Mag, 70% Con Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +310 Damage (Melee): +40 nature / +40 acid When wielded/worn: Armour: +40 Defense: -80 (-40 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent's face may feel wrong, but you don't ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
flaming stralite shield of arcane resistance (+13%) (10 def, 2 armour, 42.5-51 power, 138.5 block) flaming stralite shield of arcane resistance (+13%) (10 def, 2 armour, 42.5-51 power, 138.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.5 - 51.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 Burst (radius 1) on hit: +13 fire When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +13% arcane Talent granted: +4 Block Handheld deflection devices. |
flaming stralite shield of resistance (10 def, 2 armour, 45-54 power, 139 block) flaming stralite shield of resistance (10 def, 2 armour, 45-54 power, 139 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +139 Burst (radius 1) on hit: +14 fire When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 6 fire Damage when hit (Melee): 15 fire Changes resistances: +5% acid / +9% fire / +8% lightning / +9% cold Talent granted: +4 Block Handheld deflection devices. |
stralite shield of arcane resistance (+10%) (10 def, 2 armour, 53-63.6 power, 141.5 block) stralite shield of arcane resistance (+10%) (10 def, 2 armour, 53-63.6 power, 141.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +10% arcane Talent granted: +4 Block Handheld deflection devices. |
Gloresetha (3 def, 7 armour) Gloresetha (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +1 Mag Changes resistances: +3% nature / +16% cold Silence immunity: +5% A suit of armour made of metal plates. |
forged dwarven-steel plate armour (8 def, 25 armour) forged dwarven-steel plate armour (8 def, 25 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +25 Defense: +8 (+2 eff.) Fatigue: +24% Changes resistances: +2% cold / +6% mind / +2% physical Talent cooldown: Debilitating Strike (-2 turns) Talents granted: +3 Burrow +1 Power Catalyst: Mind Physical save: +17 (+5 eff.) Mental save: +12 (+4 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +3.05 Stamina each turn: +0.80 Maximum life: +114.00 A suit of armour made of metal plates. |
enlightening stralite plate armour of delving (7 def, 13 armour) enlightening stralite plate armour of delving (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +5 Wil / +6 Cun Changes resistances: +17% darkness / +9% physical Mental save: +11 (+4 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
fortifying stralite plate armour of spell shielding (7 def, 13 armour) fortifying stralite plate armour of spell shielding (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +3 Con Changes resistances: +7% arcane Spell save: +20 (+6 eff.) Maximum life: +30.00 A suit of armour made of metal plates. |
prismatic stralite plate armour of implacability (7 def, 19 armour) prismatic stralite plate armour of implacability (7 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 (+2 eff.) Fatigue: +20% Changes resistances: +10% light / +14% darkness Physical save: +11 (+3 eff.) A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Pawnch's Shell (0 def, 2 armour) Pawnch's Shell (0 def, 2 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
brawler's iron gauntlets of dispersion (0 def, 1 armour) brawler's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +2 Str / +2 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 121.18 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
mega tauntlets 'Arcbearer' (0 def, 8 armour) mega tauntlets 'Arcbearer' (0 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +28 (+3 eff.) Armour: +8 Effects when hit in melee: * 30% chance to reduce powers by 20% * 21 arcane resource burn Changes stats: +11 Str Changes resistances: +3% lightning / +9% temporal / +3% darkness / +3% fire Talent granted: +5 Block Spell save: +20 (+6 eff.) Tauntlets behave like a shield, and allow you to block attacks. 101 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.82 to 173.45 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
thaloren rough leather cap of knowledge (0 def, 1 armour) thaloren 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% Changes stats: +2 Cun / +5 Wil Changes resistances: +5% blight Mental save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A cap made of leather. |
Goredradin (0 def, 6 armour) Goredradin (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +5% arcane Changes damage: +6% arcane Critical mult.: +5.00% Infravision radius: +2 A cap made of leather. |
bladed iron helm of the depths (0 def, 3 armour) bladed iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +5% cold Allows you to breathe in: water 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 487.4 Physical damage. If the attack hits, the target is confused (43% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron helm (2 def, 8 armour) forged iron helm (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +5% Changes stats: +2 Dex Changes resistances: +2% fire Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged dwarven-steel helm (3 def, 12 armour) forged dwarven-steel helm (3 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +12 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +5 Str / +7 Dex Changes resistances: +2% arcane / +2% fire Talent granted: +1 Track Mental save: +13 (+4 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Life regen: +0.40 Stamina each turn: +0.35 Maximum stamina: +30.00 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nuummite 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% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
10 agate 10 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
citrine 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% When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
8 hematite 8 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% When used as an alchemist bomb: Life regen 4% of max life 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
6 carnelian 6 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% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
7 small geode 7 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% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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% When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
9 topaz 9 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% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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% When used as an alchemist bomb: Life regen 6% of max life 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
geode 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% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
sugilite 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% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 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% When used as an alchemist bomb: Additional 30 bright light damage 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% When used as an alchemist bomb: Life regen 8% of max life 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 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 large geode 4 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% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 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% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
moonstone 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 When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
71 alchemist agate 71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. |
Lamp of Illusion Lamp of IllusionPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+2 eff.) Changes damage: +10% light Talent mastery: +0.20 Spell / Illusion Light radius: +2 Infravision radius: +2 This plain looking lamp is not what it seems. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 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 80% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Forgekin the Ogre Forge Knight level 29
73rd Pyre 123rd year of Ascendancy at 04:26 see stats
By Forgekin the Ogre Forge Knight level 20
20th Regrowth 123rd year of Ascendancy at 16:38 see stats
By Forgekin the Ogre Forge Knight level 12
46th Dusk 122nd year of Ascendancy at 12:45 see stats
By Forgekin the Ogre Forge Knight level 21
55th Regrowth 123rd year of Ascendancy at 11:13 see stats
By Forgekin the Ogre Forge Knight level 18
6th Decay 122nd year of Ascendancy at 06:10 see stats
By Forgekin the Ogre Forge Knight level 25
56th Pyre 123rd year of Ascendancy at 23:13 see stats
By Forgekin the Ogre Forge Knight level 19
7th Decay 122nd year of Ascendancy at 10:00 see stats
By Forgekin the Ogre Forge Knight level 10
10th Flare 122nd year of Ascendancy at 17:22 see stats
By Forgekin the Ogre Forge Knight level 20
20th Regrowth 123rd year of Ascendancy at 11:21 see stats
By Forgekin the Ogre Forge Knight level 30
73rd Pyre 123rd year of Ascendancy at 04:29 see stats
By Forgekin the Ogre Forge Knight level 14
75th Dusk 122nd year of Ascendancy at 21:34 see stats
By Forgekin the Ogre Forge Knight level 31
1st Mirth 123rd year of Ascendancy at 05:21 see stats
By Forgekin the Ogre Forge Knight level 30
79th Pyre 123rd year of Ascendancy at 03:27 see stats
By Forgekin the Ogre Forge Knight level 17
4th Decay 122nd year of Ascendancy at 14:36 see stats
By Forgekin the Ogre Forge Knight level 25
56th Pyre 123rd year of Ascendancy at 20:54 see stats
By Forgekin the Ogre Forge Knight level 4
4th Mirth 122nd year of Ascendancy at 06:41 see stats
By Forgekin the Ogre Forge Knight level 27
69th Pyre 123rd year of Ascendancy at 18:36 see stats
By Forgekin the Ogre Forge Knight level 20
20th Regrowth 123rd year of Ascendancy at 11:21 see stats
By Forgekin the Ogre Forge Knight level 29
72nd Pyre 123rd year of Ascendancy at 23:59 see stats
Log
You gain 10.03 gold from the transmogrification of Scaldmight the elven-wood totem of cleansing [power 3] (18 cooldown).
You gain 7.60 gold from the transmogrification of normal tauntlets 'Hettidolach' (0 def, 4 armour).
You gain 11.16 gold from the transmogrification of Gewen the Growshear (0 def, 6 armour).
You gain 13.19 gold from the transmogrification of Dagefang the Lightningsage (0 def, 13 armour).
You gain 2.63 gold from the transmogrification of wanderer's pair of hardened leather boots (0 def, 3 armour).
You gain 7.97 gold from the transmogrification of Glowsorrow the drakeskin leather belt.
You gain 10.48 gold from the transmogrification of voratun mail armour 'Gorevengeance' (5 def, 10 armour).
You gain 11.52 gold from the transmogrification of drakeskin leather armour 'Darkraider' (5 def, 8 armour).
You gain 7.96 gold from the transmogrification of cashmere robe 'Brandsquall' (7 def, 0 armour).
You gain 11.04 gold from the transmogrification of Tarralathahor the woollen robe (5 def, 0 armour).
You gain 7.32 gold from the transmogrification of Heatwilter the woollen robe (5 def, 0 armour).
You gain 8.19 gold from the transmogrification of quiver of elven-wood arrows 'Lorybar' (18/18, 45-63 power, 14 apr).
You gain 10.29 gold from the transmogrification of Shinesin the quiver of elven-wood arrows (17/17, 46-64.4 power, 14 apr).
You gain 8.90 gold from the transmogrification of Dawnwire (17/17, 33-46.2 power, 10 apr).
You gain 11.69 gold from the transmogrification of dragonbone longbow 'Arcblack'.
You gain 13.06 gold from the transmogrification of Lisyldagatira the Greenraider (15-16.5 power, 40 apr, mind damage).
You gain 2.12 gold from the transmogrification of arcing stralite waraxe of massacre (39-54.6 power, 5 apr).
You gain 12.04 gold from the transmogrification of Flaretouch (14.5-20.3 power, 3 apr).
You gain 8.12 gold from the transmogrification of inquisitor's stralite battleaxe of rage (44-66 power, 3 apr).
You gain 11.10 gold from the transmogrification of dragonbone magestaff 'Growthparry' (30-36 power, 6 apr, cold element).
You gain 10.94 gold from the transmogrification of void walker's elven-wood starstaff (25-30 power, 5 apr, physical element).
You gain 1.50 gold from the transmogrification of adaptation infusion (cure 2 afflictions; duration 17, 8% resist, 23% recovery).
You gain 1.56 gold from the transmogrification of oxygen infusion of the wizard (stamina 257 over 10 turns).
Forgekin activates Slow Motion.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Forgekin deactivates Vigorous Assault.
Forgekin deactivates Slow Motion.