Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Reaver Tweaks 1.2.4 Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Custom Auto Use 1.3.1Adds additional options to talent auto-use Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In 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: Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. QuickTome: Arena Skip 1.3.1 Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. QuickTome: Item Tweaks 1.3.1 Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
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; Weird Wyrmic 1.2.5My own take at wyrmics. 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ghoul Buff 1.3.1Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. 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. Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Simple Font Floating Text 1.1.5Changes the floating text to a different font Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Tempus Fugit 1.3.1Time 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.3.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.3.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. Midnight 1.3.1Adds 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. 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. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. QuickTome: Remove Stat Requirements 1.3.1 Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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 Roguelike |
| Sex | Male |
| Race | Superhuman |
| Class | Sun Paladin |
| Level / Exp | 200 / 7743% |
| Size | medium |
| Lifes / Deaths | Killed by Glorema the sandworm at level 200 on the 32nd Regrowth 123rd year of Ascendancy at 00:19 / 1 |
Primary Stats
| Strength | 316 (base 210) |
| Dexterity | 156 (base 10) |
| Constitution | 225 (base 60) |
| Magic | 315 (base 210) |
| Willpower | 171 (base 10) |
| Cunning | 255 (base 10) |
Resources
| Life | -1170/26355 |
| Positive | 572/647 |
| Stamina | 1214/1214 |
| Equilibrium | 20 |
| Healing Factor | 2.36 |
| Regeneration | 1166.5144117214 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +30% |
| Spell | +50% |
| Global | +200% |
Vision
| Sight | 12 |
| Lite | 16 |
| Infravision | 51 |
| See Stealth | 64 |
| See Invisible | 97 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 767 |
| Accuracy | 121 |
| Crit Chance | 219% |
| APR | 195 |
| Speed | 0.82 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 88.864953945707 |
| Crit Chance | 100% |
| Speed | 0.66666666666667 |
| Cooldown Reduction | 44.316350504042 |
Offense: Mind
| Mindpower | 42.674923242845 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Offense: Damage Penetration
| All | +62% |
Defense: Base
| Armour (hardiness) | 375.8 (100%) |
| Defense | 23.69046537086 |
| Ranged Defense | 42.46031024724 |
| Fatigue | 11 |
| Physical Save | 170.40169422819 |
| Spell Save | 116.69583333333 |
| Mental Save | 142.646875 |
Defense: Resistances
| All | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 53% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Pinning Resistance | 92% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 79% |
Inscriptions (3/3)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1408 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 14/5 |
| Celestial / Guardian | 1.30 |
| 19/5 |
| 15/5 |
| 20/5 |
| 18/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 10/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glory | 1.50 |
| 20/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 18/5 |
| 5/5 |
| 1/5 |
| 9/5 |
| Technique / Shield offense | 1.30 |
| 20/5 |
| 11/5 |
| 11/5 |
| 20/5 |
| Celestial / Radiance | 1.30 |
| 13/5 |
| 13/5 |
| 12/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 18/5 |
| 3/5 |
| 18/5 |
| Technique / Combat training | 1.30 |
| 20/5 |
| 20/5 |
| 6/5 |
| 20/5 |
| 0/5 |
| 20/5 |
| Wild-gift / Harmony | 1.80 |
| 1/5 |
| 10/5 |
| 1/5 |
| 14/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 6/5 |
| 1/5 |
| 7/5 |
| 18/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Weapon of Wrath |
| talent | Radiant Soul |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Shield of Light |
| talent | Exploit Weakness |
| talent | Elemental Harmony |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 68% chance to get an automatic counter attack when avoiding a melee attack. (3.3 counters remaining) Counter Attacking |
| detrimental effect | Your body is cauterizing, burning for 1824.98 damage each turn. Cauterize |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | A flow of life spins around the target, regenerating 281.60 life per turn. Regeneration |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 50%, reducing spell cooldowns by 44%, and preventing damage over 54% of your maximum life from a single hit. Suncloak |
| beneficial effect | Absorbs 429 damage from the next blockable attack. Blocking |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 252. Intimidated |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is under protection and its life regeneration is boosted by 161. Providence |
| beneficial effect | The target is recovering 390 life each turn. Recovery |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target's spellpower has been increased by 54. Spellsurge |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You failed to protect the injured seer from death by fire wyrm. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Emeleriaratira the skeleton mage. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Isowen the armoured skeleton warrior. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by skeleton archer. Escort: temporal explorer (level 7 of Dreadfell) | failed |
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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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: 649. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley 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: * You've found the needed vial of wight ectoplasm. * '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 faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 | Elenusin the Glimmer's kiss (20 def, 24 armour) Elenusin the Glimmer's kiss (20 def, 24 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +39 Physical crit. chance: +17.0% Physical power: +28 (+5 eff.) Armour: +24 Defense: +20 (+0 eff.) Ranged Defense: +18 (+6 eff.) Fatigue: +5% Damage when hit (Melee): 24 blight / 4 physical / 4 temporal Changes stats: +4 Str / +11 Dex / +6 Wil / +4 Cun / +10 Con Changes resistances: +15% acid / +30% cold / +30% fire / +15% lightning / +15% sound Changes resistances penetration: +15% light / +10% physical Critical mult.: +6.00% Physical save: +69 (+8 eff.) Spell save: +60 (+9 eff.) Mental save: +69 (+9 eff.) Life regen: +9.00 Stamina each turn: +0.80 Maximum life: +20.00 Mindpower: +8 (+3 eff.) Infravision radius: +3 Healing mod.: +52% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Light source | Torchqueller TorchquellerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +62 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Defense: +39 (+0 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 16 physical / 12 fire Changes stats: +6 Mag / +12 Wil / +16 Cun Changes resistances: +19% blight / +9% fire / +34% darkness / +12% light Changes resistances penetration: +62% all Changes damage: +11% mind / +12% blight Critical mult.: +16.00% Physical save: +47 (+5 eff.) Spell save: +48 (+7 eff.) Mental save: +88 (+11 eff.) Blindness immunity: +50% Poison immunity: +10% Confusion immunity: +37% Pinning immunity: +10% Maximum life: +64.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +10% Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Light radius: +2 Infravision radius: +24 See stealth: +64 See invisible: +88 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 76 blight damage or heals 83 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aerurion the voratun helm (53 def, 5 armour) Aerurion the voratun helm (53 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +50 (+7 eff.) Armour penetration: +8 Physical power: +18 (+3 eff.) Armour: +5 Defense: +53 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 physical / 30 sound Changes stats: +35 Str / +41 Dex / +22 Wil / +50 Cun / +25 Con Changes resistances: +16% physical / +25% darkness / -73% light / +30% cold / +31% mind / +29% fire Changes damage: +27% arcane / +35% sound Physical save: +39 (+4 eff.) Mental save: +26 (+3 eff.) Disarm immunity: +68% Confusion immunity: +50% Stun/Freeze immunity: +20% Life regen: +16.00 Stamina when hit: +2.80 Equilibrium when hit: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+2 eff.) Mindpower: +17 (+6 eff.) Infravision radius: +8 Defense after a teleport: +27 Resist all after a teleport: +16% New effects duration reduction after a teleport: +45% 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 21665.5 Physical damage. If the attack hits, the target is confused (47% 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. |
| On hands | Infernopython the drakeskin leather gloves (13 def, 43 armour) Infernopython the drakeskin leather gloves (13 def, 43 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +43 Armour Hardiness: +26% Defense: +13 (+0 eff.) Damage (Melee): 14 blight / 37 darkness / 34 arcane / 47 sound Damage (Ranged): 19 sound Damage when hit (Melee): 12 arcane Changes stats: +20 Str / +5 Dex / +23 Mag / +35 Wil / +5 Cun / +45 Con Changes resistances: +23% physical / +29% darkness / +9% blight / +20% arcane / +20% sound Changes resistances penetration: +10% blight / +10% temporal Changes damage: +15% blight / +3% fire / +22% darkness / +22% sound Talent mastery: +0.60 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+1 eff.) Disarm immunity: +165% Mana each turn: +0.12 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Disarm (30% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (20% chance level 6). When this weapon hits: Stone Touch (10% chance level 5). When this weapon hits: Abrupt Intro (20% chance level 5). When this weapon crits: Dirty Fighting (20% chance level 5). On weapon hit: * 19% chance to inflict damage reduction Damage (Melee): +20 blight / +38 arcane Burst (radius 2) on crit: +15 blight / +27 dazing sound / +24 sound It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gloomfear the yew totem of thorny skin [power 38] (18 cooldown) Gloomfear the yew totem of thorny skin [power 38] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Dex Changes resistances: +9% lightning / +24% nature Maximum wards: +11 blight / +11 fire / +8 cold Changes resistances penetration: +15% physical Changes damage: +9% darkness / +12% physical Talent cooldown: Invoke Tentacle (+15 turn) Talents granted: +3 Invoke Tentacle +11 Rushing Claws +3 Ward +21 Lay Web Poison immunity: +10% Silence immunity: +15% Life regen: +0.40 Equilibrium when hit: +1.70 It can be used to harden the skin for 6 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cyritha the steel ring Cyritha the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +11 Physical power: +11 (+2 eff.) Armour: +12 Defense: +21 (+0 eff.) Changes stats: +6 Str / +20 Dex / +6 Mag / +24 Wil / +43 Cun / +6 Con Changes resistances: +6% lightning / +9% temporal / +6% darkness / +8% arcane / +9% blight / +9% cold / +37% nature / +28% fire Changes damage: +15% acid / +14% fire / +14% nature / +6% all Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Spell save: +28 (+4 eff.) Mental save: +12 (+2 eff.) Poison immunity: +33% Disease immunity: +18% Disarm immunity: +32% Confusion immunity: +32% Pinning immunity: +32% Stun/Freeze immunity: +61% Knockback immunity: +32% Life regen: +6.20 Only die when reaching: -60.00 life Maximum life: +146.00 Maximum stamina: +41.00 Spellpower: +20 (+4 eff.) Mindpower: +38 (+13 eff.) Healing mod.: +36% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Salegaldath the Noondeath Salegaldath the NoondeathPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +10 Dex / +32 Mag / +8 Wil / +31 Cun / +4 Con Changes resistances: +6% temporal / +48% light / +6% arcane Changes resistances penetration: +15% light Changes damage: +18% light Spell save: +20 (+3 eff.) Silence immunity: +30% Disarm immunity: +93% Pinning immunity: +50% Knockback immunity: +47% Melody each turn: +0.32 Maximum life: +48.00 Maximum stamina: +40.00 Spellpower: +58 (+12 eff.) Light radius: +1 Rings can have magical properties. |
| Around neck | Scorchwitch ScorchwitchPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -34% Damage (Melee): 18 light / 18 darkness Effects when hit in melee: * 18% chance to blind * 18% chance to inflict damage reduction Changes stats: +6 Str / +17 Dex / +15 Mag / +4 Wil / +24 Cun / +22 Con Changes resistances: +18% lightning / +2% physical / +6% blight / +9% temporal / +5% arcane / +36% sound Changes resistances penetration: +10% mind / +5% fire Changes damage: +6% acid / +13% physical / +22% light / +24% darkness / +6% lightning / +6% cold / +6% fire / +6% temporal Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Physical save: +48 (+5 eff.) Spell save: +30 (+5 eff.) Mental save: +32 (+4 eff.) Blindness immunity: +22% Disease immunity: +15% Silence immunity: +64% Stun/Freeze immunity: +31% Life regen: +8.60 Stamina each turn: +2.40 Mana each turn: +0.88 Equilibrium when hit: +0.08 Melody when hit: +2.60 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -20.00 life Maximum life: +50.00 Maximum mana: +100.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Infravision radius: +5 Sight radius: +2 See invisible: +9 Movement speed: +30% Combat speed: +10% Amulets can have magical properties. |
| In main hand | voratun longsword 'Lavapunish' (54.5-76.3 power, 19 apr) voratun longsword 'Lavapunish' (54.5-76.3 power, 19 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +5.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 7% chance to inflict damage reduction * 20% chance to disease * 20% chance to gain 10% of a turn * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +45% Damage (Melee): +20 acid / +20 light / +25 blight / +4 fire / +8 temporal Burst (radius 1) on hit: +37 fire Burst (radius 2) on crit: +20 shocking sound Damage against: +30% Undead When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +42 Physical crit. chance: +45.0% Physical power: +30 (+5 eff.) Defense: +30 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 mind / 12 temporal Changes stats: +7 Str / +6 Cun / +14 Con Changes resistances: +6% fire Changes resistances penetration: +74% physical / +27% darkness / +30% fire / +30% mind / +15% sound Changes damage: +6% blight / +50% physical Disease immunity: +35% Disarm immunity: +154% Stamina when hit: +2.40 Equilibrium when hit: +0.04 Mindpower: +2 (+1 eff.) Sharp, long, and deadly. |
| Around waist | Viletrial the drakeskin leather belt Viletrial the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +39.0% Physical power: +12 (+2 eff.) Armour: +59 Defense: +56 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 4 nature Changes stats: +24 Dex / +6 Mag / +9 Wil / +26 Cun / +19 Lck Changes resistances: +20% lightning / +34% darkness / +15% light / +20% mind / +47% sound Changes resistances penetration: +10% nature / +26% physical Changes damage: +12% mind / +44% physical Grants telepathy: Dragon Critical mult.: +29.00% Trap disarming bonus: +52 Stealth bonus: +27 Maximum encumbrance: +56 Physical save: +128 (+14 eff.) Mental save: +67 (+8 eff.) Life regen: +3.30 Maximum life: +129.00 Maximum mana: +80.00 Maximum stamina: +64.00 Maximum hate: +28.00 Maximum psi: +49.00 Maximum vim: +35.00 Maximum pos.energy: +40.00 Maximum neg.energy: +30.00 Spell crit. chance: +6% Mindpower: +16 (+5 eff.) Mental crit. chance: +32% Infravision radius: +11 Healing mod.: +27% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
| In off hand | Barerig the Smolderstrike (12 def, 83 armour, 68-81.6 power, 429 block) Barerig the Smolderstrike (12 def, 83 armour, 68-81.6 power, 429 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Physical crit. chance: +5.0% Block value: +429 On weapon hit: * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor Damage (Melee): +20 acid / +4 temporal / +17 darkness / +20 nature / +8 fire / +10 mind / +29 sound Burst (radius 1) on hit: +20 fire / +8 temporal Damage against: +5% Dragon When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Armour: +83 Armour Hardiness: +39% Defense: +12 (+0 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 10 fire Effects when hit in melee: * 20% chance to corrode armour * 26% chance to cause random gloom Damage when hit (Melee): 20 darkness / 10 mind / 19 fire / 20 nature / 30 sound Changes stats: +18 Con Changes resistances: +13% lightning / +6% temporal / +38% darkness / +13% fire / +20% nature / +89% sound / +32% acid / +83% physical / +19% blight / +13% cold / +15% mind Maximum wards: +5 lightning / +5 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% temporal Talents granted: +5 Block +1 Ward Physical save: +81 (+9 eff.) Silence immunity: +40% Only die when reaching: -60.00 life Maximum life: +107.00 Healing mod.: +5% Handheld deflection devices. |
| Cloak | elven-silk cloak 'Nightkin' (32 def, 8 armour) elven-silk cloak 'Nightkin' (32 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Armour: +8 Defense: +32 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 8 temporal Changes stats: +4 Mag / +14 Wil / +6 Cun Changes resistances: +85% darkness / +48% temporal Changes resistances penetration: +30% darkness / +15% sound Changes damage: +15% mind / +34% darkness / +28% sound Critical mult.: +30.00% Stealth bonus: +39 Physical save: +38 (+4 eff.) Spell save: +25 (+4 eff.) Mental save: +40 (+5 eff.) Melody each turn: +0.30 Melody when hit: +2.50 Maximum melody: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +6% Light radius: +3 Defense after a teleport: +60 Resist all after a teleport: +30% New effects duration reduction after a teleport: +51% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Stormtooth the steel plate armour (21 def, 27 armour) Stormtooth the steel plate armour (21 def, 27 armour)Requires: - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +27 Defense: +21 (+0 eff.) Fatigue: +31% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 16 fire Changes stats: +18 Str / +17 Wil / +24 Cun / +11 Con Changes resistances: +30% acid / +33% physical / -14% light / +37% darkness / +18% fire / +30% cold / +6% mind / +51% lightning Changes resistances penetration: +10% fire Changes damage: +18% mind / +27% lightning Physical save: +23 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +86 (+11 eff.) Life regen: +2.20 Maximum life: +153.00 Light radius: +4 Healing mod.: +16% 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 55 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 1134 over 5 turns) regeneration infusion of the warrior (heal 1134 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1134 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. |
This item will automatically be transmogrified when you leave the level. wild infusion of the wizard (resist 54%; cure physical)wild infusion of the wizard (resist 54%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 54% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level. oxygen infusion (stamina 163 over 10 turns)oxygen infusion (stamina 163 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 163 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. oxygen infusion (stamina 265 over 10 turns)oxygen infusion (stamina 265 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 265 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. adaptation infusion of the wizard (cure 2 afflictions; duration 12, 38% resist, 63% recovery)adaptation infusion of the wizard (cure 2 afflictions; duration 12, 38% resist, 63% recovery) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 12 turns, you gain water breathing, 38% fire and cold resistance, and have a 63% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 40; dur 7)phase door rune (range 14; power 40; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 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%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Kindlebreak the copper amulet Kindlebreak the copper amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +12 (+2 eff.) Armour: +8 Defense: +12 (+0 eff.) Fatigue: -12% Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +14 Dex / +4 Mag / +8 Wil / +5 Cun / +8 Con Changes resistances: +28% fire / +7% arcane / +28% cold Changes resistances cap: +6% all Changes resistances penetration: +5% light Changes damage: +10% temporal / +10% light / +10% darkness / +7% blight / +7% fire / +3% arcane / +22% physical Talent masteries: +0.16 Technique / Shield offense +0.16 Technique / Combat techniques Critical mult.: +12.00% Physical save: +30 (+3 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +13% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +0.40 Maximum life: +89.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Mindpower: +7 (+2 eff.) Light radius: +3 Movement speed: +10% Combat speed: +20% Healing mod.: +5% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's copper amulet of murder wanderer's copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +4 Con Critical mult.: +12.00% Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
gold amulet 'Tulygalen' gold amulet 'Tulygalen'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +26 (+4 eff.) Armour: +12 Defense: +40 (+0 eff.) Fatigue: -24% Changes stats: +16 Dex / +11 Mag / +15 Wil / +17 Cun / +16 Con / +28 Lck Changes resistances: +19% lightning / +22% temporal / +3% darkness / +24% acid Changes resistances cap: +10% all Changes damage: +6% temporal / +7% light / +11% blight / +11% fire / +7% darkness / +7% physical Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Talent mastery: +0.24 Technique / Combat training Critical mult.: +36.00% Physical save: +109 (+12 eff.) Spell save: +73 (+11 eff.) Mental save: +96 (+12 eff.) Blindness immunity: +28% Silence immunity: +15% Confusion immunity: +35% Pinning immunity: +38% Stun/Freeze immunity: +35% Knockback immunity: +38% Life regen: +5.10 Stamina each turn: +1.80 Psi when hit: +0.08 Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mindpower: +30 (+10 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +20 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 32% Amulets can have magical properties. |
archmage's stralite amulet of perfection (0.34 Technique / Combat training,0.34 Celestial / Guardian) archmage's stralite amulet of perfection (0.34 Technique / Combat training,0.34 Celestial / Guardian)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold Talent masteries: +0.34 Celestial / Guardian +0.34 Technique / Combat training Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
copper ring 'Cindersever' copper ring 'Cindersever'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Mag / +10 Wil / +5 Cun Changes resistances: +3% mind / +3% fire Changes resistances penetration: +10% mind / +15% fire Spellpower: +7 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring of tenacity psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+0 eff.) Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
Barilin the Kindlestinger Barilin the KindlestingerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 mind Changes stats: +4 Mag / +2 Con Changes resistances: +12% blight / +3% light Changes resistances penetration: +5% light Changes damage: +12% blight Critical mult.: +10.00% Spell save: +22 (+4 eff.) Maximum stamina: +13.00 Mindpower: +2 (+1 eff.) Light radius: +1 Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Cleansefoe' gold ring 'Cleansefoe'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +3 Defense: +11 (+0 eff.) Changes resistances: +10% blight / +26% cold / +10% nature / +30% acid Changes resistances penetration: +15% nature / +15% mind Changes damage: +15% acid / +13% cold Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+1 eff.) Poison immunity: +19% Disease immunity: +19% Confusion immunity: +35% Movement speed: +18% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Corpsehunt the ash magestaff (25-30 power, 3 apr, physical damage)Corpsehunt the ash magestaff (25-30 power, 3 apr, physical damage) Requires: Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 25.0 - 30.0 Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +4 nature Burst (radius 2) on crit: +4 arcane / +12 nature When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +14.0% Physical power: +18 (+3 eff.) Armour: +9 Defense: +27 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour * 10% chance to disease * 11% chance to blind Damage (Melee): 46 fire Damage when hit (Melee): 12 nature / 8 arcane Changes stats: +5 Mag / +5 Cun / +20 Con Changes resistances: +9% temporal / +9% darkness / +8% arcane Maximum wards: +3 lightning / +3 nature / +3 arcane Changes resistances penetration: +13% lightning / +13% arcane / +13% nature Changes damage: +25% lightning / +6% nature / +9% arcane Talents granted: +1 Command Staff +3 Ward Critical mult.: +86.00% Maximum encumbrance: +36 Physical save: +6 (+1 eff.) Life regen: +3.00 Vim when firing critical spell: +8.00 Maximum stamina: +35.00 Maximum vim: +51.00 Maximum neg.energy: +28.00 Spellpower: +65 (+13 eff.) Spell crit. chance: +14% Light radius: +4 See invisible: +22 Movement speed: +27% Healing mod.: +54% Defense after a teleport: +17 Resist all after a teleport: +13% New effects duration reduction after a teleport: +24% Reduces paradox anomalies(equivalent to willpower): +16 It can be used to project a bolt from the staff (to range 7) dealing 278.43 - 334.11 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword of evisceration (50-80 power, 3 apr)elemental stralite greatsword of evisceration (50-80 power, 3 apr) Requires: 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: 50.0 - 80.0 Uses stats: 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% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 (+3 eff.) Changes resistances penetration: +21% acid / +21% fire / +21% cold / +21% lightning Massive two-handed swords. |
Duskkiss the stralite mace (47.5-66.5 power, 5 apr) Duskkiss the stralite mace (47.5-66.5 power, 5 apr)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 47.5 - 66.5 Uses stats: 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: 125% On weapon hit: * 55% chance to corrode armour * 25% chance for lightning to arc to a second target * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 lightning / +33 mind Burst (radius 1) on hit: +17 fire Burst (radius 2) on crit: +17 shocking sound When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +75 Physical crit. chance: +89.0% Physical power: +12 (+2 eff.) Defense: +19 (+0 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Dex Changes resistances: +5% arcane / +2% physical Changes resistances penetration: +38% acid / +37% physical / +15% darkness / +15% lightning / +15% fire / +11% cold / +13% sound Changes damage: +39% physical Critical mult.: +54.00% Mental save: +6 (+1 eff.) Poison immunity: +25% Cut immunity: +10% Silence immunity: +10% Disarm immunity: +37% Confusion immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +25% Life regen: +4.20 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
voratun mace 'Glitteronslaught' (43.5-60.9 power, 6 apr) voratun mace 'Glitteronslaught' (43.5-60.9 power, 6 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 36% chance to inflict damage reduction * 28% chance to disease * 35% chance to cause random gloom * 25% chance to put talents on cooldown * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +54 acid / +58 cold / +22 blight / +25 mind When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +15 Physical crit. chance: +87.0% Physical power: +82 (+12 eff.) Defense: +15 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes stats: +10 Str / +7 Wil / +7 Cun / +16 Con Changes resistances penetration: +22% acid / +44% physical / +16% fire / +17% lightning / +17% cold Changes damage: +9% mind / +30% physical Critical mult.: +6.00% Reduces incoming crit damage: 20.00% Physical save: +3 (+0 eff.) Disarm immunity: +120% Stamina when hit: +2.40 Maximum life: +20.00 Light radius: +2 Blunt and deadly. |
Mayylessra the Skylace (26-36.4 power, 3 apr) Mayylessra the Skylace (26-36.4 power, 3 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 26.0 - 36.4 Uses stats: 60% Cun, 50% Mag, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 15% chance to inflict damage reduction * 8% chance to disease * 40% chance to daze * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 lightning / +8 darkness / +8 blight / +19 cold / +8 mind Burst (radius 1) on hit: +8 fire Damage against: +8% Living When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +17 Physical crit. chance: +56.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 physical Changes stats: +7 Str / +2 Dex Changes resistances penetration: +20% lightning / +20% blight Changes damage: +7% physical Critical mult.: +24.00% Reduces incoming crit damage: 15.00% Disease immunity: +15% Mana each turn: +0.04 Stamina when hit: +0.90 Mana when firing critical spell: +2.00 Spell crit. chance: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun rapier of massacre (55-77 power, 7 apr)plaguebringer's voratun rapier of massacre (55-77 power, 7 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Dex, 50% Mag, 60% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +19 blight When wielded/worn: Disease immunity: +35% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Offalmarrow the iron waraxe (18-25.2 power, 2 apr) Offalmarrow the iron waraxe (18-25.2 power, 2 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 15% chance to inflict damage reduction * 8% chance to disease * Random elemental explosion * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +16 temporal / +8 darkness / +8 blight / +8 mind Damage against: +8% Living When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +7 Physical crit. chance: +28.0% Physical power: +49 (+8 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 nature / 16 temporal Changes stats: +3 Str / +5 Dex / +7 Cun / +10 Con Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +9% acid / +35% physical / +7% darkness / +9% lightning / +9% cold / +9% fire / +7% mind / +5% temporal Changes damage: +6% nature / +14% physical Grants telepathy: Dragon Critical mult.: +10.00% Disease immunity: +15% Disarm immunity: +60% Stamina when hit: +0.90 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Tarreyon the stralite waraxe (30-42 power, 7 apr) Tarreyon the stralite waraxe (30-42 power, 7 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +12.5% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +10% Damage (Melee): +17 acid / +17 blight / +16 physical Burst (radius 2) on crit: +34 shocking sound When wielded/worn: Armour penetration: +13 Physical crit. chance: +39.0% Changes stats: +1 Dex / +11 Mag / +6 Wil / +2 Con Changes resistances penetration: +24% sound Changes damage: +9% blight Critical mult.: +18.00% Disease immunity: +30% Spellpower: +13 (+3 eff.) One-handed war axes. |
drakeskin leather whip 'Sparktrencher' (37-40.7 power, 20 apr) drakeskin leather whip 'Sparktrencher' (37-40.7 power, 20 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 37.0 - 40.7 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +20 Physical crit. chance: +9.5% Attack speed: 143% On weapon hit: * 19% chance to inflict damage reduction * 30% chance to cause random gloom * Random elemental explosion * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +20 lightning / +16 light / +28 cold / +22 mind / +20 sound Burst (radius 1) on hit: +17 fire Burst (radius 2) on crit: +19 shocking sound Damage against: +27% Undead When wielded/worn: Accuracy: +48 (+7 eff.) Armour penetration: +52 Physical crit. chance: +56.0% Physical power: +62 (+10 eff.) Defense: +15 (+0 eff.) Changes stats: +15 Str / +7 Mag / +11 Wil / +7 Cun / +16 Con Changes resistances: +9% lightning / +15% sound Changes resistances penetration: +17% acid / +91% physical / +17% lightning / +17% fire / +16% cold / +15% sound Changes damage: +73% physical / +6% temporal Maximum encumbrance: +20 Physical save: +20 (+2 eff.) Disarm immunity: +106% Life regen: +0.60 Stamina when hit: +5.00 Spellpower: +15 (+3 eff.) Sharp, long and deadly. |
This item will automatically be transmogrified when you leave the level. elm longbow of natureelm longbow of nature Requires: - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Longbows are used to shoot arrows at your foes. |
Bokysarion the yew longbow Bokysarion the yew longbowRequires: - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to disease Travel speed: +200% Damage (Ranged): +14 acid / +14 fire / +23 nature / +42 sound When wielded/worn: Accuracy: +51 (+7 eff.) Physical crit. chance: +54.0% Physical power: +22 (+4 eff.) Ammo reloads per turn: +4 Changes stats: +9 Str / +4 Dex / +12 Mag Changes resistances: +7% all Changes resistances penetration: +55% physical / +11% nature / +19% temporal / +10% mind / +10% arcane Changes damage: +17% acid / +23% temporal / +45% physical / +16% fire / +11% arcane / +47% sound Talent mastery: +0.10 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-2 turns) Arrow Stitching (-1 turn) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +19 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +10% Damage Shield penetration: +79% New effects duration reduction after a teleport: +20% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
barbed quiver of elm arrows of soundwaves (23/23, 14.5-20.3 power, 5 apr) barbed quiver of elm arrows of soundwaves (23/23, 14.5-20.3 power, 5 apr)Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 23 On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +13 shocking sound / +8 bleed Burst (radius 2) on crit: +7 dazing sound Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of ash arrows of accuracy (13/16, 21-29.4 power, 7 apr)hateful quiver of ash arrows of accuracy (13/16, 21-29.4 power, 7 apr) Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 Damage (Ranged): +15 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows (24/24, 45-63 power, 14 apr)quiver of elven-wood arrows (24/24, 45-63 power, 14 apr) Requires: 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 24 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. multi-hued hardened leather armour of command (14 def, 12 armour)multi-hued hardened leather armour of command (14 def, 12 armour) Requires: Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +4 Cun Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Mental save: +19 (+2 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
stralite mail armour 'Eclipseoracle' (17 def, 52 armour) stralite mail armour 'Eclipseoracle' (17 def, 52 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +17.0% Physical power: +40 (+6 eff.) Armour: +52 Defense: +17 (+0 eff.) Fatigue: +29% Effects on melee hit: * 15% chance to daze Damage (Melee): 36 acid / 40 fire Damage when hit (Melee): 30 acid / 16 darkness / 29 fire / 8 mind / 24 sound Changes stats: +50 Str / +25 Mag / +27 Wil / +16 Cun / +15 Con Changes resistances: +87% lightning / +34% light / +85% fire / +101% sound / +102% acid / +60% physical / +62% darkness / +23% cold / +9% arcane / +15% mind Changes resistances penetration: +10% mind / +10% darkness Critical mult.: +20.00% Physical save: +9 (+1 eff.) Spell save: +31 (+5 eff.) Mental save: +102 (+13 eff.) Equilibrium when hit: +0.04 Maximum life: +86.00 Spellpower: +44 (+9 eff.) Spell crit. chance: +17% Mindpower: +46 (+15 eff.) Mental crit. chance: +18% Light radius: +10 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 55 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Daimodudig (20 def, 25 armour) Daimodudig (20 def, 25 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +20 (+0 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to corrode armour Changes stats: +10 Str / +9 Wil / +15 Cun Changes resistances: +21% acid / +14% physical / +20% light / +40% cold / +22% mind / +40% darkness Changes resistances penetration: +15% acid / +5% mind Changes damage: +6% mind Allows you to breathe in: water Mental save: +74 (+9 eff.) Light radius: +2 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 55 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron plate armour of acid resistance (3 def, 7 armour) iron plate armour of acid resistance (3 def, 7 armour)Requires: - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes resistances: +15% acid A suit of armour made of metal plates. |
prismatic iron plate armour of cold resistance (3 def, 7 armour) prismatic iron plate armour of cold resistance (3 def, 7 armour)Requires: - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes resistances: +16% cold / +10% light / +11% darkness A suit of armour made of metal plates. |
spiked steel plate armour of implacability (4 def, 15 armour) spiked steel plate armour of implacability (4 def, 15 armour)Requires: - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Physical save: +8 (+1 eff.) A suit of armour made of metal plates. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +24 A belt that goes around your waist. |
Tulysus the hardened leather belt Tulysus the hardened leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Dex / +3 Wil / +4 Cun Changes resistances: +6% acid / +6% fire / +6% cold / +8% lightning Critical mult.: +10.00% Physical save: +21 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Mindpower: +8 (+3 eff.) Light radius: +2 A belt that goes around your waist. |
Sunquick (1 def, 6 armour) Sunquick (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +13% cold / +5% arcane / +9% fire Changes damage: +6% fire Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pawnch's Shell (0 def, 2 armour) Pawnch's Shell (0 def, 2 armour)Requires: 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. |
Yvobrethra (0 def, 4 armour) Yvobrethra (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Armour: +4 Fatigue: -3% Changes stats: +3 Str / +1 Dex / +4 Wil / +9 Con Changes resistances penetration: +7% physical Maximum encumbrance: +32 Physical save: +8 (+1 eff.) Silence immunity: +34% Confusion immunity: +31% Stun/Freeze immunity: +32% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Stormdeath (0 def, 4 armour) Stormdeath (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +4 Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +6 Con Changes resistances penetration: +15% darkness Talent granted: +3 Block Physical save: +34 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +67% Tauntlets behave like a shield, and allow you to block attacks. 43 block power. When used to modify unarmed attacks: Base power: 23.5 - 32.9 Uses stats: 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 71% When this weapon hits: Juggernaut (20% chance level 2). Damage (Melee): +4 lightning / +24 physical Burst (radius 1) on hit: +4 darkness / +16 lightning Burst (radius 2) on crit: +4 lightning It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. A turtle shell fit with a simple strap. It covers the entire forearm. |
Stormresolve (0 def, 2 armour) Stormresolve (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+3 eff.) Physical crit. chance: +8.0% Armour: +2 Effects on melee hit: * 44% chance to daze * 15% chance to cause random gloom Damage (Melee): 25 darkness / 14 shocking sound / 28 mind / 11 sound Changes stats: +8 Str / +9 Dex / +13 Mag / +8 Cun Changes resistances: +11% lightning / +16% darkness / +9% fire / +8% light / +16% sound Changes resistances penetration: +15% lightning Changes damage: +8% arcane / +3% fire Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Mental save: -9 (-1 eff.) Life regen: +2.80 Stamina each turn: +1.40 Maximum stamina: +22.00 Spell crit. chance: +7% Mindpower: +8 (+3 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +9 Physical crit. chance: +27.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Power Chord (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). On weapon hit: * 20% chance to daze Damage (Melee): +4 lightning / +11 arcane Burst (radius 2) on crit: +32 lightning / +42 darkness / +11 arcane / +31 light It can be used to activate talent Requiem, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Play a requiem for your target, dealing 64.95 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 5 turns, if it survives it will be affected by Loss of Hearing for 5 turns. If Gone Vocal is active the caster will also gain a 4% bonus to darkness damage for 5 turns. The damage will scale with your Mindpower. (Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Metal gloves protecting the hands up to the middle of the lower arm. |
Emyldabeth the Lightningrock (5 def, 6 armour) Emyldabeth the Lightningrock (5 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +8 (+1 eff.) Armour: +6 Defense: +5 (+0 eff.) Fatigue: +1% Effects on melee hit: * 45% chance to daze Changes stats: +6 Str / +17 Dex / +2 Mag / +10 Wil / +9 Cun / +2 Con Changes resistances: +23% acid / +7% physical / +26% darkness / +7% temporal / +20% lightning / +7% cold / +14% fire / +3% all Changes damage: +9% acid / +15% blight / +9% lightning Allows you to breathe in: water Critical mult.: +15.00% Physical save: +47 (+5 eff.) Mental save: +7 (+1 eff.) Stamina when hit: +1.10 Equilibrium when hit: +1.00 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spell crit. chance: +3% Mindpower: +8 (+3 eff.) Infravision radius: +8 Damage Shield penetration: +10% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
Xokira the Glarewinnow (10 def, 3 armour) Xokira the Glarewinnow (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +3 Defense: +10 (+0 eff.) Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal / 11 sound Changes resistances: +6% mind Changes resistances penetration: +15% light / +15% temporal Changes damage: +13% sound Disarm immunity: +22% A cap made of leather. |
Radiancepall the drakeskin leather cap (27 def, 11 armour) Radiancepall the drakeskin leather cap (27 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +15 Physical crit. chance: +8.0% Physical power: +24 (+4 eff.) Armour: +11 Defense: +27 (+0 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight / 12 light / 15 sound Changes stats: +15 Str / +18 Dex / +4 Mag / +32 Wil / +21 Cun / +20 Con / +17 Lck Changes resistances: +28% lightning / +15% darkness / +15% fire / +15% sound / +15% acid / +15% physical / +30% blight / +13% cold / +13% mind / +3% light Changes resistances penetration: +15% blight Changes damage: +6% light / +20% sound Allows you to breathe in: water Critical mult.: +20.00% Physical save: +35 (+4 eff.) Mental save: +28 (+4 eff.) Disarm immunity: +33% Stamina when hit: +2.50 Equilibrium when hit: +2.80 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +9% Mindpower: +6 (+2 eff.) Mental crit. chance: +8% Infravision radius: +4 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% A cap made of leather. |
padded iron helm of strength (+3) (0 def, 3 armour) padded iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +10% sound Silence immunity: +11% Melody when hit: +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
sandstone wardstone 'Galeslicer' sandstone wardstone 'Galeslicer'Requires: Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 16 arcane / 16 lightning Changes stats: +6 Mag / +8 Wil Changes resistances: +44% lightning / +57% darkness / +55% fire / +37% acid / +43% physical / +27% blight / +36% cold / +29% mind / +23% light Reduce damage by fixed amount: +1 all Maximum wards: +6 lightning / +12 darkness / +12 fire / +8 acid / +10 physical / +6 blight / +8 cold / +6 mind / +4 light Changes resistances penetration: +5% mind / +35% arcane / +15% darkness Changes damage: +15% lightning / +12% light / +11% darkness / +12% fire / +15% arcane / +3% mind Reduced damage from: +18% Undead / +9% Dragon / +8% Demon / +7% Aquatic / +9% Horror Talent granted: +24 Ward Physical save: +12 (+1 eff.) Spell save: +23 (+4 eff.) Mental save: +35 (+4 eff.) Mana each turn: +2.10 Hate each turn: +0.20 Psi each turn: +0.60 Maximum mana: +49.00 Maximum hate: +9.00 Maximum psi: +20.00 Light radius: +2 Slows Projectiles: +10% Paradox regeneration: -0.30 Equilibrium regeneration: -0.60 Reduced minimum equilibrium: -18.00 Handheld warding devices |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
118 alchemist agate 118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Skybrawn the brass lantern Skybrawn the brass lanternCrafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +5 Cun Changes resistances: +6% nature Changes damage: +3% lightning / +9% nature / +6% sound Damage affinity(heal): +5% sound Mental save: +6 (+1 eff.) Maximum melody: +13.00 Light radius: -8 Infravision radius: +5 It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 186.10 sound damage and soundshocking it for 5 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) 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 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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed dwarven-steel pickaxe (dig speed 25 turns) bloodhexed dwarven-steel pickaxe (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +8 Str / +6 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 178 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. |
This item will automatically be transmogrified when you leave the level. telekinetic dwarven-steel torque of kinetic psionic shield [power 93] (18 cooldown)telekinetic dwarven-steel torque of kinetic psionic shield [power 93] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. webbed dragonbone totem of cleansing [power 4] (18 cooldown)webbed dragonbone totem of cleansing [power 4] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Lay Web It can be used to remove magical effects from the target (up to 4), putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Urymnir the ash wand of trap destruction [power 37] (14 cooldown) Urymnir the ash wand of trap destruction [power 37] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Wil / +2 Cun Changes resistances: +6% mind Grants telepathy: Humanoid/Orc Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast Maximum pos.energy: +17.00 Light radius: +4 Infravision radius: +3 See invisible: +3 It can be used to disarm traps (37 disarm power, Magic) along a range 6 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ivessra the Nimbusburst [power 12] (6 cooldown) Ivessra the Nimbusburst [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +3 Fatigue: -12% Changes stats: +4 Dex Changes resistances: +10% arcane Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +10% physical Changes damage: +15% lightning / +15% physical Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Life regen: +0.80 Stamina each turn: +0.80 Only die when reaching: -40.00 life It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Goryharahek the Abysswreck [power 13] (6 cooldown) Goryharahek the Abysswreck [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% acid / +9% temporal / +15% cold / +6% blight Changes resistances penetration: +10% physical Changes damage: +6% fire / +18% physical Disarm immunity: +15% Pinning immunity: +45% Maximum neg.energy: +14.00 Infravision radius: +3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone wand of trap destruction [power 186] (21 cooldown)overpowered dragonbone wand of trap destruction [power 186] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (186 disarm power, Magic) along a range 6 line, putting all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sootdredge the yew harp (77 melee - 30 ranged item temporal energize damage) Sootdredge the yew harp (77 melee - 30 ranged item temporal energize damage)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Mag, 60% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This instrument will act as a bashing device. Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +45 (+6 eff.) Armour penetration: +34 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Defense: +53 (+0 eff.) Effects on melee hit: * 77% chance to gain 10% of a turn * 32% chance to cause random gloom * 30% chance to blind Damage (Melee): 9 sound / 31 bleed Effects on ranged hit: * 30% chance to cause random gloom Damage (Ranged): 34 bleed / 10 sound Changes stats: +12 Str / +8 Dex / +13 Mag / +14 Wil / +49 Cun / +16 Con / +12 Lck Changes resistances: +22% blight / +12% darkness / +22% nature / +9% light Changes resistances penetration: +25% temporal Changes damage: +3% blight / +6% temporal / +26% darkness / +13% sound Talent granted: +3 Pluck Strings Physical save: +14 (+2 eff.) Spell save: +60 (+9 eff.) Mental save: +18 (+2 eff.) Poison immunity: +38% Disease immunity: +38% Disarm immunity: +38% Pinning immunity: +38% Stun/Freeze immunity: +38% Knockback immunity: +37% Life regen: +3.30 Hate when firing a critical mind attack: +6.00 Maximum life: +113.00 Maximum stamina: +56.00 Maximum hate: +22.00 Maximum melody: +34.00 Spellpower: +11 (+2 eff.) Mindpower: +26 (+9 eff.) Mental crit. chance: +4% Light radius: +3 Healing mod.: +22% Reduce all damage from unseen attackers: 6% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A small string instrument. |
This item will automatically be transmogrified when you leave the level. dwarven-steel singing sword of ruin (34-47.6 power, 2 apr)dwarven-steel singing sword of ruin (34-47.6 power, 2 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 34.0 - 47.6 Uses stats: 25% Cun, 50% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 sound When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Critical mult.: +20.00% Mindpower: +3 (+1 eff.) A two-handed sword that converts voice into sound. |
Greenlore the stralite singing sword (75-105 power, 3 apr) Greenlore the stralite singing sword (75-105 power, 3 apr)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / singsword ; tier 4 It must be held with both hands. Base power: 75.0 - 105.0 Uses stats: 90% Str, 50% Mag, 25% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * Slows global speed by 60% * 30% chance to cause random gloom * 20% chance to torment the target * 25% chance for lightning to arc to a second target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +21 lightning / +15 light / +13 sound / +60 insidious poison / +8 blight / +8 arcane / +18 mind Burst (radius 1) on hit: +12 nature / +12 physical Burst (radius 2) on crit: +20 shocking sound Damage against: +29% Undead When wielded/worn: Accuracy: +86 (+12 eff.) Armour penetration: +32 Physical crit. chance: +59.0% Physical power: +16 (+3 eff.) Defense: +32 (+0 eff.) Damage when hit (Melee): 12 nature Changes stats: +16 Str / +6 Dex / +14 Wil / +11 Cun Changes resistances penetration: +18% acid / +16% physical / +16% darkness / +18% lightning / +17% fire / +18% cold / +15% mind / +16% sound Changes damage: +21% mind / +47% physical / +9% arcane / +21% sound Critical mult.: +22.00% Disarm immunity: +101% Mana each turn: +0.12 Stamina when hit: +6.00 Maximum stamina: +10.00 Maximum melody: +51.00 Spellpower: +6 (+1 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +11% Infravision radius: +3 See invisible: +15 Healing mod.: +10% A two-handed sword that converts voice into sound. |
Achievements
A dangerous secret (Roguelike) (Uniques)
Found the mysterious staff and told Last Hope about it.By Cosmo the Superhuman Sun Paladin level 170
53rd Haze 122nd year of Ascendancy at 07:04 see stats
Against all odds (Roguelike) (Uniques)
Killed Ukruk in the ambush.By Cosmo the Superhuman Sun Paladin level 163
69th Dusk 122nd year of Ascendancy at 23:14 see stats
Are you out of your mind?! (Roguelike) (Uniques)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Cosmo the Superhuman Sun Paladin level 200
15th Regrowth 123rd year of Ascendancy at 12:42 see stats
Curse Lifter (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Cosmo the Superhuman Sun Paladin level 20
1st Dusk 122nd year of Ascendancy at 12:00 see stats
Destroyer's bane (Roguelike) (Uniques)
Killed Golbug the Destroyer.By Cosmo the Superhuman Sun Paladin level 199
72nd Haze 122nd year of Ascendancy at 09:35 see stats
Exterminator (Roguelike) (Uniques)
Killed 1000 creatures.By Cosmo the Superhuman Sun Paladin level 119
63rd Dusk 122nd year of Ascendancy at 22:38 see stats
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Cosmo the Superhuman Sun Paladin level 83
47th Dusk 122nd year of Ascendancy at 19:53 see stats
Home sweet home (Roguelike) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cosmo the Superhuman Sun Paladin level 44
20th Dusk 122nd year of Ascendancy at 20:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike) (Uniques)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Cosmo the Superhuman Sun Paladin level 200
15th Regrowth 123rd year of Ascendancy at 15:20 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Cosmo the Superhuman Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 12:46 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Cosmo the Superhuman Sun Paladin level 20
2nd Flare 122nd year of Ascendancy at 04:35 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Cosmo the Superhuman Sun Paladin level 30
15th Dusk 122nd year of Ascendancy at 19:28 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Cosmo the Superhuman Sun Paladin level 40
19th Dusk 122nd year of Ascendancy at 21:09 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Cosmo the Superhuman Sun Paladin level 50
28th Dusk 122nd year of Ascendancy at 13:09 see stats
Lost in translation (Roguelike) (Uniques)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Cosmo the Superhuman Sun Paladin level 15
79th Pyre 122nd year of Ascendancy at 06:15 see stats
Overpowered! (Roguelike) (Uniques)
Did over 6000 damage in one attack.By Cosmo the Superhuman Sun Paladin level 126
64th Dusk 122nd year of Ascendancy at 13:29 see stats
Rescuer of the lost (Roguelike) (Uniques)
Rescued the merchant from the assassin lord.By Cosmo the Superhuman Sun Paladin level 20
2nd Flare 122nd year of Ascendancy at 08:45 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Cosmo the Superhuman Sun Paladin level 56
30th Dusk 122nd year of Ascendancy at 03:08 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Cosmo the Superhuman Sun Paladin level 20
7th Dusk 122nd year of Ascendancy at 16:06 see stats
Sliders (Roguelike) (Uniques)
Activated a portal using the Orb of Many Ways.By Cosmo the Superhuman Sun Paladin level 200
72nd Haze 122nd year of Ascendancy at 18:10 see stats
The bigger the better! (Roguelike) (Uniques)
Did over 3000 damage in one attack.By Cosmo the Superhuman Sun Paladin level 97
50th Dusk 122nd year of Ascendancy at 01:44 see stats
Treasure Hoarder (Roguelike) (Uniques)
Amassed 3000 gold pieces.By Cosmo the Superhuman Sun Paladin level 139
67th Dusk 122nd year of Ascendancy at 02:54 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Cosmo the Superhuman Sun Paladin level 69
33rd Dusk 122nd year of Ascendancy at 06:52 see stats
Vampire crusher (Roguelike) (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Cosmo the Superhuman Sun Paladin level 157
69th Dusk 122nd year of Ascendancy at 08:31 see stats
Log
Glorema the sandworm hits Cosmo for (429 blocked), 0 physical, (429 blocked), 0 physical, (429 blocked), 0 physical, , (429 blocked), 0 physical, , (429 blocked), 0 physical, (429 blocked), 0 physical, (429 blocked), 0 physical, , (429 blocked), 0 physical, (0 total damage).
Cosmo hits Glorema the sandworm for , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, , , 108 light, 18 nature, 51 physical, 20 blight, , 22 temporal, 40 darkness, 115 fire, , 10 mind, 90 sound, 14 arcane, (3899 total damage).
Talent Irresistible Sun is ready to use.
Cosmo hits Glorema the sandworm for 262 light damage.
Cosmo receives 920 healing.
Cosmo uses Shield Pummel.
Cosmo performs a melee critical strike against Glorema the sandworm!
Cosmo's morale has been lowered.
Glorema the sandworm resists the mind attack!
Glorema the sandworm evades Cosmo.
Glorema the sandworm evades Cosmo.
Glorema the sandworm uses Flurry.
Glorema the sandworm performs a melee critical strike against Cosmo!
Cosmo's spell attains critical power!
Glorema the sandworm resists the mind attack!
Cosmo resists the terror!
Glorema the sandworm focuses and gains an extra blow!
Glorema the sandworm performs a melee critical strike against Cosmo!
Glorema the sandworm resists the mind attack!
Cosmo resists the terror!
Glorema the sandworm performs a melee critical strike against Cosmo!
Glorema the sandworm resists the mind attack!
Cosmo resists the terror!
Glorema the sandworm focuses and gains an extra blow!
Glorema the sandworm performs a melee critical strike against Cosmo!
Glorema the sandworm resists the mind attack!
Cosmo resists the terror!
Glorema the sandworm performs a melee critical strike against Cosmo!
Saving game...
