Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.2.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Swap Evasion/Track 1.2.5Moves evasion to technique/field-control and track to cunning/survival. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Gnome |
| Class | Barbarian |
| Level / Exp | 33 / 46% |
| Size | small |
| Lifes / Deaths | Killed by Guseda the hornet swarm at level 1 on the 74th Pyre 122nd year of Ascendancy at 17:13 0 / 7Killed by faerlhing at level 16 on the 19th Dusk 122nd year of Ascendancy at 15:48 Killed by Emeluda the armoured skeleton warrior at level 21 on the 14th Haze 122nd year of Ascendancy at 02:59 Killed by snow giant boulder thrower at level 22 on the 20th Haze 122nd year of Ascendancy at 19:09 Killed by Voriba the Guardian at level 25 on the 64th Haze 122nd year of Ascendancy at 12:26 Killed by orc archer at level 29 on the 28th Regrowth 123rd year of Ascendancy at 19:18 Killed by Velivena the orc cryomancer at level 33 on the 48th Regrowth 123rd year of Ascendancy at 03:06 |
| Antimagic | Follower |
Primary Stats
| Strength | 73 (base 52) |
| Dexterity | 38 (base 30) |
| Constitution | 66 (base 49) |
| Magic | 7 (base 1) |
| Willpower | 45 (base 30) |
| Cunning | 45 (base 13) |
Resources
| Hate | 61/100 |
| Equilibrium | 18 |
| Life | -22/959 |
| Stamina | 88/104 |
| Psi | 155/155 |
| Healing Factor | 1.48 |
| Regeneration | 146.0612 |
Speed
| Mental | +48.00667182171% |
| Attack | 0% |
| Movement | +662.84248389837% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 71 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 0.65 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 71 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 3.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.878589174422 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +26% |
Defense: Base
| Armour (hardiness) | 68.050493354664 (30%) |
| Defense | 41.719948920606 |
| Ranged Defense | 41.719948920606 |
| Fatigue | 27 |
| Physical Save | 51.85322474604 |
| Spell Save | 50.055763702489 |
| Mental Save | 44.24583114096 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 79% |
| Fear Resistance | 17% |
| Poison Resistance | 50% |
| Blind Resistance | 30% |
| Silence Resistance | 0% |
| Bleed Resistance | 70% |
| Disarm Resistance | 40% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Thug | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Executioner | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Raider | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Barbarian | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Weapon forging | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Theoretical Adventuring | 1.00 |
| 1/1 |
| 1/1 |
| 0/1 |
| 1/1 |
| Race / Practical Adventuring | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Genetics | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Hitman |
| talent | Guard |
| talent | Pillager |
| talent | Weaponlord |
| talent | Beyond the Flesh |
| beneficial effect | A flow of life spins around the target, regenerating 89.44 life per turn. Regeneration |
| beneficial effect | You gain 11% resistance against darkness. Resolve |
| beneficial effect | The target is rampaging! (+190% movement speed, +30% attack speed, +12% physical damage, +6 physical save, +6 mental save, 28/28 damage shrugged off this turn) Rampaging |
| beneficial effect | The target is recovering 28 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Movement is 473% faster. Escape Plan |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
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 talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
Explore the barrowdowns for signs of a hideout, where the thieves might keep their stolen goods. On the trail of a thiefYou put that thief Hossenploss and his posse to justice and recovered your research notes. You liked the taste of adventuring and decide to take on some real challenge, like seeking treasures and fame inside the Trollmire and the Ruins of Kor-Pul. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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: 111. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* Find out, what's going on here. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged Unstoppable Mauler (79.9-119.85 power, 19 apr) reforged Unstoppable Mauler (79.9-119.85 power, 19 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 Base power: 79.9 - 119.9 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +19 Physical crit. chance: +5.0% Attack speed: 104% When this weapon hits: Battle Call (15% chance level 3). When this weapon hits: Sunder Armour (15% chance level 3). Damage (Melee): +15 nature / +15 physical When wielded/worn: Accuracy: +20 Changes damage: +10% blight / +10% cold Pinning immunity: +100% Knockback immunity: +100% Massive two-handed mauls. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +40.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 5.62 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On feet | Elumira the pair of dwarven-steel boots (0 def, 4 armour) Elumira the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +3% physical Physical save: +3 Mindpower: +5 Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 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. |
| Tool | voratun torque of psychoportation [power 58] (30 cooldown) voratun torque of psychoportation [power 58] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 58), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ferocity FerocityCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: -6 Changes stats: +8 Str / +6 Con Changes damage: +20% physical Talent masteries: +0.20 Technique / Berserker's strength +0.20 Technique / Bloodthirst Pinning immunity: +50% It can be used to activate talent Rush (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. This ring seems to catalyze rage and bloodthirst. Putting it on might well drive you mad. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | insulating voratun amulet of healing insulating voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +17% cold / +26% fire Cut immunity: +70% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 257 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | reforged Velada the stralite waraxe (60.5-84.7 power, 9 apr) reforged Velada the stralite waraxe (60.5-84.7 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 60.5 - 84.7 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% When this weapon hits: Mind Blast (15% chance level 3). On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 light / +11 fire Burst (radius 2) on crit: +15 ice When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 Armour: +12 Changes stats: +2 Str / +3 Con Changes resistances penetration: +7% cold Changes damage: +7% light / +7% temporal Reduces incoming crit damage: 10.00% One-handed war axes. |
| Around waist | Belt of the Viperqueen Belt of the ViperqueenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +5 Cun Talent mastery: +0.30 Cunning / Poisons Poison immunity: +50% Many songs have been written about Lady Isabella Mansana. The so called Viperqueen had a passion for using deadly poisons to get rid of her numerous lovers. |
| In off hand | masterforged stralite waraxe (47.5-66.5 power, 9 apr) masterforged stralite waraxe (47.5-66.5 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 47.5 - 66.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% When this weapon hits: Realign (15% chance level 2). Damage (Melee): +11 light / +11 fire When wielded/worn: Accuracy: +10 Defense: +10 Changes stats: +1 Mag Changes damage: +9% lightning / +7% fire / +13% arcane Talent granted: +1 Blindside Damage Shield penetration: +50% One-handed war axes. |
| Cloak | thick elven-silk cloak of the guardian (12 def, 20 armour) thick elven-silk cloak of the guardian (12 def, 20 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +20 Defense: +12 Changes resistances: +25% cold Physical save: +18 Spell save: +16 Mental save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 Mindpower: +10 This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion of the psychic (heal 128) healing infusion of the psychic (heal 128)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 151) healing infusion of the psychic (heal 151)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 185) healing infusion of the titan (heal 185)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 467 over 5 turns) regeneration infusion of the titan (heal 467 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+11 for 9 turns, die at -640) heroism infusion of the sneak (+11 for 9 turns, die at -640)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: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -640 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (538% speed; 7 turns) movement infusion (538% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (709% speed; 6 turns) movement infusion of the warrior (709% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. manasurge rune of the sneak (1348% regen over 10 turns; 67 instant mana)manasurge rune of the sneak (1348% regen over 10 turns; 67 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1348% over 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 31; dur 4)phase door rune (range 10; power 31; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
teleportation rune of the duelist (range 86) teleportation rune of the duelist (range 86)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 82) teleportation rune of the psychic (range 82)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 135 for 5 turns) Rune of Reflection (absorb and reflect 135 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 135 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
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. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
cleansing steel amulet of cunning (+4) cleansing steel amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% nature / +10% blight Poison immunity: +25% Disease immunity: +30% Amulets can have magical properties. |
starlit steel amulet of mastery (0.13 Wild-gift / Genetics) starlit steel amulet of mastery (0.13 Wild-gift / Genetics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% light / +10% darkness Talent mastery: +0.13 Wild-gift / Genetics Blindness immunity: +20% Amulets can have magical properties. |
cleansing stralite amulet of constitution (+4) cleansing stralite amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% nature / +15% blight Poison immunity: +25% Disease immunity: +27% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. protective voratun amuletprotective voratun amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Changes resistances cap: +6% all Physical save: +9 Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 28 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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? |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
Nerykira the Bloomreaper Nerykira the BloomreaperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 temporal Changes resistances: +40% lightning / +18% nature Changes damage: +20% lightning Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 53.43 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
This item will automatically be transmogrified when you leave the level. titan's voratun ring of claritytitan's voratun ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 Mental save: +11 Confusion immunity: +41% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
masterforged quick stralite battleaxe of erosion (76.4-114.6 power, 7 apr) masterforged quick stralite battleaxe of erosion (76.4-114.6 power, 7 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 76.4 - 114.6 Uses stat: 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +7 Physical crit. chance: +9.5% Attack speed: 116% When this weapon hits: Mind Blast (15% chance level 4). Damage (Melee): +15 physical / +13 temporal / +13 nature / +15 fire When wielded/worn: Accuracy: +12 Changes stats: +9 Dex Changes damage: +10% blight / +10% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (55-82.5 power, 4 apr)voratun battleaxe (55-82.5 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Blighted Maul (96-144 power, 22 apr)Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Damages enemies in radius 1 around your target (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away nearby foes, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Duruthad the Coaltide (67.5-101.25 power, 4 apr) Duruthad the Coaltide (67.5-101.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn Damage (Melee): +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +15% mind Changes damage: +9% nature Mindpower: +2 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatmaul of daylight (68-102 power, 4 apr)chilling voratun greatmaul of daylight (68-102 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light / +28 cold Damage against: +31% Undead Massive two-handed mauls. |
masterforged acidic voratun greatmaul of torment (113.9-170.85 power, 8 apr) masterforged acidic voratun greatmaul of torment (113.9-170.85 power, 8 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 113.9 - 170.9 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 104% When this weapon hits: Disarm (15% chance level 3). On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +15 physical / +15 mind / +15 lightning When wielded/worn: Changes resistances penetration: +19% mind / +14% darkness Changes damage: +10% darkness / +10% physical Talent granted: +3 Blindside Massive two-handed mauls. |
masterforged flaming voratun greatmaul of erosion (116.9-175.35 power, 8 apr) masterforged flaming voratun greatmaul of erosion (116.9-175.35 power, 8 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 116.9 - 175.4 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 104% Damage (Melee): +38 temporal / +41 nature / +15 physical Burst (radius 1) on hit: +16 fire When wielded/worn: Changes damage: +10% nature / +10% temporal Talent granted: +1 Blindside Massive two-handed mauls. |
reforged Emelanne (69.9-111.84 power, 6 apr) reforged Emelanne (69.9-111.84 power, 6 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 69.9 - 111.8 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +6 Physical crit. chance: +5.5% Attack speed: 104% Damage (Melee): +33 insidious poison / +9 temporal / +15 light / +15 cold / +12 nature When wielded/worn: Physical power: +12 Changes stats: +7 Con Changes resistances: +3% blight Changes resistances penetration: +12% physical Changes damage: +10% light / +10% acid Mental save: +10 Disarm immunity: +25% Stun/Freeze immunity: +15% Massive two-handed swords. |
masterforged acidic stralite greatsword of massacre (101.9-163.04 power, 7 apr) masterforged acidic stralite greatsword of massacre (101.9-163.04 power, 7 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 101.9 - 163.0 Uses stat: 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +7 Physical crit. chance: +6.5% Attack speed: 104% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +15 cold / +15 arcane When wielded/worn: Changes damage: +10% arcane / +10% physical Massive two-handed swords. |
masterforged stralite greatsword (83.9-134.24 power, 7 apr) masterforged stralite greatsword (83.9-134.24 power, 7 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 83.9 - 134.2 Uses stat: 139% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +7 Physical crit. chance: +6.5% Attack speed: 104% When this weapon hits: Acid Breath (10% chance level 3). Damage (Melee): +15 darkness / +41 cold When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Cun Changes resistances penetration: +5% light Changes damage: +10% temporal / +10% physical Grants telepathy: Humanoid/Orc Talent granted: +1 Deadly Strikes Infravision radius: +2 See invisible: +6 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of massacre (84-134.4 power, 4 apr)chilling voratun greatsword of massacre (84-134.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.0 - 134.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +38 cold Massive two-handed swords. |
masterforged voratun greatsword (108.4-173.44 power, 8 apr) masterforged voratun greatsword (108.4-173.44 power, 8 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 108.4 - 173.4 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +8 Physical crit. chance: +7.0% Attack speed: 104% Damage (Melee): +15 lightning / +35 temporal / +21 nature / +15 light When wielded/worn: Accuracy: +17 Changes stats: +2 Dex Changes damage: +10% blight / +10% physical Massive two-handed swords. |
masterforged stralite longsword (51.5-72.1 power, 9 apr) masterforged stralite longsword (51.5-72.1 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 51.5 - 72.1 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 104% When this weapon hits: Cripple (10% chance level 2). Damage (Melee): +11 nature / +11 light / +12 mind When wielded/worn: Defense: +8 Ranged Defense: +8 Changes resistances: +3% temporal Changes damage: +7% darkness / +7% physical Maximum encumbrance: +20 Blindness immunity: +10% Pinning immunity: +5% It can be used to project an attack as mind damage doing 150%% weapon damage at range 10, costing 6 power out of 6/6. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun longsword (42.5-59.5 power, 6 apr)acidic voratun longsword (42.5-59.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Sharp, long, and deadly. |
masterforged hateful voratun longsword of erosion (63.5-88.9 power, 10 apr) masterforged hateful voratun longsword of erosion (63.5-88.9 power, 10 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 63.5 - 88.9 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 104% Damage (Melee): +14 temporal / +17 darkness / +11 light / +11 cold / +11 mind / +14 nature Damage against: +13% Living When wielded/worn: Changes damage: +7% lightning / +7% acid Sharp, long, and deadly. |
masterforged voratun longsword (65-91 power, 10 apr) masterforged voratun longsword (65-91 power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 65.0 - 91.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 104% When this weapon hits: Blinding Spores (15% chance level 2). On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +11 lightning / +11 mind / +11 arcane When wielded/worn: Changes damage: +7% darkness / +7% fire Talent granted: +1 Acidic Spray Sharp, long, and deadly. |
masterforged arcing stralite mace of projection (60.5-84.7 power, 9 apr) masterforged arcing stralite mace of projection (60.5-84.7 power, 9 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 60.5 - 84.7 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 104% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning / +11 cold / +10 mind / +11 light When wielded/worn: Changes damage: +7% arcane / +7% physical Talent granted: +1 Slime Spit It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
masterforged stralite mace (55.5-77.7 power, 9 apr) masterforged stralite mace (55.5-77.7 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 55.5 - 77.7 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 104% When this weapon hits: Blinding Spores (15% chance level 2). Damage (Melee): +8 light / +8 cold When wielded/worn: Changes damage: +6% nature / +6% blight Blunt and deadly. |
masterforged voratun mace (69.5-97.3 power, 10 apr) masterforged voratun mace (69.5-97.3 power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 69.5 - 97.3 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 104% Damage (Melee): +57 insidious poison / +18 temporal / +11 lightning / +11 acid / +16 nature / +11 physical When wielded/worn: Changes damage: +7% nature / +7% darkness Talent granted: +1 Deadly Strikes Blunt and deadly. |
masterforged voratun mace (71.5-100.1 power, 10 apr) masterforged voratun mace (71.5-100.1 power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 71.5 - 100.1 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 104% When this weapon hits: Stun (15% chance level 2). On weapon hit: * 9% chance to disease Damage (Melee): +37 blight / +11 arcane / +11 fire When wielded/worn: Changes damage: +7% light / +7% darkness Talent granted: +1 Acidic Spray Blunt and deadly. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 181.57 acid damage. Enemies caught in the acid have a 25% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of life (16-17.6 power, 40 apr, mind damage)nature's living mindstar of life (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% blight Changes damage: +5% nature Disease immunity: +25% Life regen: +1.20 Maximum life: +41.00 Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
forged stralite waraxe (45-63 power, 9 apr) forged stralite waraxe (45-63 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 45.0 - 63.0 Uses stat: 117% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% When this weapon hits: Mind Blast (15% chance level 3). Damage (Melee): +21 light / +10 cold Damage against: +14% Undead When wielded/worn: Accuracy: +8 Defense: +7 Changes damage: +7% lightning / +7% blight One-handed war axes. |
forged stralite waraxe (49-68.6 power, 9 apr) forged stralite waraxe (49-68.6 power, 9 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 49.0 - 68.6 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +14 insidious poison / +10 physical / +10 nature When wielded/worn: Changes resistances: +9% acid / +9% fire / +9% cold / +10% lightning Changes damage: +7% nature / +7% temporal Talent granted: +2 Acidic Spray Spell save: +6 One-handed war axes. |
masterforged stralite waraxe (51-71.4 power, 9 apr) masterforged stralite waraxe (51-71.4 power, 9 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 51.0 - 71.4 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% On weapon hit: * 18% chance to cause random insanity Damage (Melee): +8 lightning / +9 mind / +8 light Damage against: +16% Unnatural When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +6% mind / +6% physical One-handed war axes. |
masterforged stralite waraxe (48.5-67.9 power, 9 apr) masterforged stralite waraxe (48.5-67.9 power, 9 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 48.5 - 67.9 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +8.5% Attack speed: 104% When this weapon hits: Bleeding Edge (10% chance level 2). Damage (Melee): +8 nature / +8 arcane Damage against: +10% Unnatural When wielded/worn: Changes stats: +3 Wil Changes damage: +6% temporal / +6% fire Talent granted: +1 Acidic Spray One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of erosion (40-56 power, 6 apr)insidious voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +41 insidious poison / +14 temporal / +13 nature One-handed war axes. |
masterforged arcing voratun waraxe of projection (62.5-87.5 power, 10 apr) masterforged arcing voratun waraxe of projection (62.5-87.5 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 62.5 - 87.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 104% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +11 blight / +11 cold / +15 mind / +11 arcane When wielded/worn: Changes damage: +7% darkness / +7% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
masterforged voratun waraxe (60-84 power, 10 apr) masterforged voratun waraxe (60-84 power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 60.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 104% When this weapon hits: Lightning Breath (10% chance level 2). Damage (Melee): +11 physical / +11 mind / +11 fire Burst (radius 1) on hit: +15 fire When wielded/worn: Armour penetration: +11 Changes resistances penetration: +15% physical Changes damage: +11% physical / +7% arcane / +7% fire Talent granted: +1 Acidic Spray One-handed war axes. |
masterforged voratun waraxe (59.5-83.3 power, 10 apr) masterforged voratun waraxe (59.5-83.3 power, 10 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 59.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 104% Damage (Melee): +15 temporal / +11 cold / +11 mind / +11 arcane Burst (radius 1) on hit: +20 fire When wielded/worn: Damage when hit (Melee): 15 temporal Changes resistances: +18% temporal Changes damage: +7% darkness / +7% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of powerdragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of cunning (+6)drakeskin leather sling of cunning (+6) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +23% physical Slings are used to hurl stones or metal shots at your foes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather beltinsulating drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +11% cold / +11% fire A belt that goes around your waist. |
enveloping cashmere cloak of Eldoral (11 def, 0 armour) enveloping cashmere cloak of Eldoral (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 Changes stats: +2 Cun / +2 Dex Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +5% lightning / +5% darkness / -30% arcane / +5% fire / +5% nature / +5% cold This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. Black Robe (6 def, 0 armour)Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of blight (+15%) (5 def, 0 armour)mindwoven elven-silk robe of blight (+15%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +15% blight Changes damage: +15% blight Mental save: +27 Mindpower: +5 Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubelaith the pair of dwarven-steel boots (13 def, 10 armour) Zubelaith the pair of dwarven-steel boots (13 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 Armour: +10 Defense: +13 Fatigue: +3% Changes damage: +3% arcane Maximum encumbrance: +20 Silence immunity: +28% Confusion immunity: +31% Stun/Freeze immunity: +22% Mana when firing critical spell: +3.00 Maximum vim: +10.00 Infravision radius: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 14 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. storm iron gauntlets of strength (+3) (0 def, 1 armour)storm iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Damage (Melee): 7 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +7 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 188.80 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel gauntlets 'Cuthaldir' (0 def, 6 armour) dwarven-steel gauntlets 'Cuthaldir' (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 Armour: +6 Changes stats: +4 Str Changes damage: +3% temporal Blindness immunity: +10% Silence immunity: +5% Stun/Freeze immunity: +15% When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. radiant voratun gauntlets of strength (+5) (0 def, 3 armour)radiant voratun gauntlets of strength (+5) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 Armour: +3 Damage (Melee): 14 light Changes stats: +5 Str Changes resistances: +8% light Changes damage: +7% light When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 13% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather cap of dexterity (+8) (0 def, 5 armour)cleansing drakeskin leather cap of dexterity (+8) (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Changes resistances: +11% nature / +14% blight A cap made of leather. |
hardened leather armour 'Zedundil' (3 def, 6 armour) hardened leather armour 'Zedundil' (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +2 Cun Critical mult.: +5.00% Life regen: +2.20 Stamina each turn: +0.50 Mental crit. chance: +3% A suit of armour made of leather. |
Boltstinger (4 def, 7 armour) Boltstinger (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes resistances: +22% acid / +5% arcane / +15% lightning Changes resistances penetration: +10% arcane Changes damage: +6% arcane A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of alacrity (4 def, 7 armour)reinforced leather armour of alacrity (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Alarath the steel plate armour (4 def, 12 armour) Alarath the steel plate armour (4 def, 12 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 Fatigue: +22% Damage when hit (Melee): 20 mind / 8 arcane Changes stats: +6 Str Changes resistances: +8% acid / +6% physical / +13% darkness / +12% blight / +8% cold / +12% nature Changes resistances penetration: +15% arcane / +5% mind Reduced damage from: +8% Unnatural Allows you to breathe in: water Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour (9 def, 16 armour)cleansing voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +19% nature / +16% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of acid resistance (9 def, 16 armour)prismatic voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +21% acid / +18% light / +16% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Glittervagrant the voratun shield (12 def, 3 armour, 186 block)Glittervagrant the voratun shield (12 def, 3 armour, 186 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 21 lightning / 16 physical Changes resistances: +20% nature / +20% blight Changes damage: +9% light Talent granted: +5 Block Critical mult.: +3.00% Handheld deflection devices. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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 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% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 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% Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Research Diary Research Diary0.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Changes stats: +3 Cun Your precious research diary, containing valuable notes on the art of adventuring. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Moldenvy (dig speed 11 turns) Moldenvy (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +1 Dex Changes resistances: +10% fire / +10% darkness / +6% nature Maximum encumbrance: +30 Physical save: +16 Life regen: +0.60 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe (dig speed 24 turns)voratun pickaxe (dig speed 24 turns) 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hossenploss Spyglass Hossenploss SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +3 Cun See stealth: +15 See invisible: +15 This beautiful ornamented spyglass belonged to the possessions of Hossenploss, the infamous halfling burglar. Looking through it sharpens your senses. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Wil / +4 Mag Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
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 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 83 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
hateful steel torque of psychoportation [power 28] (30 cooldown) hateful steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of psychoportation [power 23] (21 cooldown) quick steel torque of psychoportation [power 23] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 23), placing all other charms into a 21 cooldown. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing 'Layewe' [power 360] (30 cooldown) dragonbone totem of healing 'Layewe' [power 360] (30 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Wil / +2 Cun / +3 Con Changes damage: +6% blight It can be used to heal the target for 360, placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 21 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Grim the Gnome Barbarian level 29
30th Regrowth 123rd year of Ascendancy at 16:44 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Grim the Gnome Barbarian level 29
28th Regrowth 123rd year of Ascendancy at 19:01 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Grim the Gnome Barbarian level 24
48th Haze 122nd year of Ascendancy at 12:17 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Grim the Gnome Barbarian level 31
40th Regrowth 123rd year of Ascendancy at 15:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Grim the Gnome Barbarian level 30
37th Regrowth 123rd year of Ascendancy at 17:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Grim the Gnome Barbarian level 20
11st Haze 122nd year of Ascendancy at 17:55 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grim the Gnome Barbarian level 25
66th Haze 122nd year of Ascendancy at 10:28 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Grim the Gnome Barbarian level 25
64th Haze 122nd year of Ascendancy at 21:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grim the Gnome Barbarian level 26
7th Decay 122nd year of Ascendancy at 14:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Grim the Gnome Barbarian level 10
7th Mirth 122nd year of Ascendancy at 09:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Grim the Gnome Barbarian level 20
1st Time of Equilibrium 122nd year of Ascendancy at 17:06 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Grim the Gnome Barbarian level 30
34th Regrowth 123rd year of Ascendancy at 07:06 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Grim the Gnome Barbarian level 16
22nd Dusk 122nd year of Ascendancy at 13:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Grim the Gnome Barbarian level 30
37th Regrowth 123rd year of Ascendancy at 13:32 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Grim the Gnome Barbarian level 31
37th Regrowth 123rd year of Ascendancy at 20:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Grim the Gnome Barbarian level 10
8th Mirth 122nd year of Ascendancy at 06:21 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Grim the Gnome Barbarian level 10
9th Mirth 122nd year of Ascendancy at 12:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Grim the Gnome Barbarian level 28
10th Regrowth 123rd year of Ascendancy at 04:37 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grim the Gnome Barbarian level 28
28th Regrowth 123rd year of Ascendancy at 09:10 see stats
Log
Grim is invigorated by the attack!
Velivena the orc cryomancer's ice storm area effect hits Grim for 32 cold damage.
Velivena the orc cryomancer's ice storm area effect hits Bethata the orc cryomancer for 71 cold damage.
Velivena the orc cryomancer's ice storm area effect hits Isissra the orc cryomancer for 77 cold damage.
Grim uses Aura of Silence.
Isissra the orc cryomancer is silenced!
Velivena the orc cryomancer is silenced!
You feel your rampage slowing down. (-1 duration)
Grim has shrugged off 28 damage and is ready for more.
Isissra the orc cryomancer starts to bleed.
Isissra the orc cryomancer is maimed.
Grim hits Isissra the orc cryomancer for 121 physical, 15 nature, 15 physical (152 total damage).
Velivena the orc cryomancer uses Orcish Fury.
Velivena the orc cryomancer enters a state of bloodlust.
Grim is invigorated by the attack!
Grim is invigorated by the attack!
Velivena the orc cryomancer hits Grim for 52 physical, 40 darkness, 73 physical, 35 darkness (201 total damage).
Bleeding from Grim hits Isissra the orc cryomancer for 8 physical damage.
Bleeding from Grim hits Bethata the orc cryomancer for 10 physical damage.
Isissra the orc cryomancer uses Shield Pummel.
Grim is recovering from the damage!
You fight through the pain! (+2 hate)
Grim speeds up!
Grim resists the shield bash!
Isissra the orc cryomancer hits Grim for 112 physical, 71 physical, 148 physical, 71 physical (403 total damage).
Velivena the orc cryomancer uses Dual Strike.
Velivena the orc cryomancer performs a melee critical strike against Grim!
Your hatred grows even as your life fades! (+12 hate)
Saving game...
