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 Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. 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
Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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: 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. 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! Swap Evasion/Track 1.2.5Moves evasion to technique/field-control and track to cunning/survival. 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 Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Green Warrior 1.2.2Be the mighty green warrior. Defeat your enemies with sword techniques, magic arrows, and a wide variety of new tools and charms. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Gnome |
Class | Adventurer |
Level / Exp | 61 / 2% |
Size | small |
Lifes / Deaths | Killed by hummerhorn at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:27 3 / 4Killed by bee swarm at level 5 on the 76th Pyre 122nd year of Ascendancy at 08:42 Killed by fire trap at level 7 on the 79th Pyre 122nd year of Ascendancy at 14:31 Killed by Cyruta the bandit at level 54 on the 21st Regrowth 123rd year of Ascendancy at 00:08 |
Primary Stats
Strength | 87 (base 12) |
Dexterity | 81 (base 44) |
Constitution | 80 (base 28) |
Magic | 114 (base 71) |
Willpower | 89 (base 36) |
Cunning | 133 (base 60) |
Resources
Mana | 1134/1134 |
Psi | 159/159 |
Vim | 281/281 |
Life | 2246/2246 |
Positive | 0/274 |
Stamina | 408/408 |
Healing Factor | 2.26 |
Regeneration | 35.369 |
Speed
Mental | +44.621555513588% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | +10.999999999998% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 30 |
See Invisible | 55 |
Offense: Mainhand
Damage | 118 |
Accuracy | 80 |
Crit Chance | 101% |
APR | 42 |
Speed | 0.69 |
Offense: Offhand
Damage | 83 |
Accuracy | 80 |
Crit Chance | 101% |
APR | 37 |
Speed | 0.69 |
Offense: Spell
Spellpower | 105.19676488052 |
Crit Chance | 93% |
Speed | 0.90090090090092 |
Offense: Mind
Mindpower | 73.465194652948 |
Crit Chance | 85% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +26% |
Defense: Base
Armour (hardiness) | 142.32658716891 (93.484848484848%) |
Defense | 66.5125 |
Ranged Defense | 66.5125 |
Fatigue | 11 |
Physical Save | 73.962253037927 |
Spell Save | 70.112253037928 |
Mental Save | 83.495565561835 |
Defense: Resistances
All | + 5%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 69% |
Fear Resistance | 54% |
Poison Resistance | 20% |
Blind Resistance | 34% |
Silence Resistance | 100% |
Bleed Resistance | 44% |
Teleport Resistance | 10% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 39% for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 420 life, and cure one cut or wound effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 13 turns. While Heroism is active, you will only die when reaching -1185 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 184 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Martial enchantments | 1.00 |
| 6/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Arcane enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.26 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Arcane surge | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Fate / Heroism | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tool Mastery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Theoretical Adventuring | 1.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Race / Practical Adventuring | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Corruption / Blood magic | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Thermal Shield |
talent | Beyond the Flesh |
talent | Shadow Feed |
talent | Kinetic Shield |
beneficial effect | Target is surging with arcane fire: +15% cold, fire, blight and nature resistance; +203.90 fireburn damage; +24% attack speed. Flame Surge |
detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
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 |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. (2) delivered. (3) delivered. * (4) Deliver an important message to an antiquities dealer. (Location: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Elorethra the snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 738. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed length of troll intestine. * You've found the needed orc heart. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | Goradobar the dragonbone magestaff (30-36 power, 6 apr, physical element) Goradobar the dragonbone magestaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +21 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Armour: +16 Defense: +8 Effects on melee hit: * Slows global speed by 15% * 17% chance to disease Damage when hit (Melee): 12 mind Changes resistances: +15% physical / +15% temporal / +15% light / +15% darkness Maximum wards: +2 physical / +2 temporal / +2 light / +2 darkness Changes resistances penetration: +15% mind Changes damage: +30% temporal / +30% light / +30% physical / +3% mind / +30% darkness Talents granted: +4 Ward +1 Command Staff Physical save: +3 Silence immunity: +20% Pinning immunity: +5% Teleport immunity: +5% Vim when firing critical spell: +6.00 Maximum vim: +39.00 Spellpower: +32 Spell crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +10 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Quiver | Bokykan the quiver of dragonbone arrows (21/21, 90-126 power, 18 apr) Bokykan the quiver of dragonbone arrows (21/21, 90-126 power, 18 apr)Requires: - Dexterity 23 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 90.0 - 126.0 Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 46% chance to cause random insanity * 46% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +20 lightning / +24 blight Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. Press to compare |
On hands | voratun gauntlets 'Layibretha' (0 def, 23 armour) voratun gauntlets 'Layibretha' (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +10 Armour: +23 Armour Hardiness: +15% Damage (Melee): 19 arcane Changes stats: +9 Dex / +16 Mag / +10 Wil / +21 Cun / +15 Con Changes resistances: +6% lightning / +11% physical / +9% light / +9% blight / +6% mind / +5% arcane / +24% darkness Physical save: +9 Poison immunity: +15% Cut immunity: +5% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +27% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +25 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +15 arcane / +24 darkness Burst (radius 2) on crit: +38 light / +48 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Light source | Gloreriawen the Fogbringer Gloreriawen the FogbringerPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Defense: +13 Damage when hit (Melee): 8 darkness / 16 blight Changes resistances: +24% blight / +2% physical / +25% darkness Physical save: +13 Spell save: +20 Mental save: +15 Spellpower: +12 Spell crit. chance: +12% Light radius: +4 Infravision radius: +12 See invisible: +25 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 44 blight damage or heals 51 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Striketerror the dwarven-steel helm (7 def, 15 armour) Striketerror the dwarven-steel helm (7 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +15 Defense: +7 Fatigue: +0% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes stats: +11 Str / +8 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% temporal / +12% darkness / +12% blight / +9% cold / +15% fire / +5% all Changes damage: +6% lightning / +6% acid Physical save: +11 Mindpower: +5 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On feet | pair of hardened leather boots 'Kurath' (4 def, 3 armour) pair of hardened leather boots 'Kurath' (4 def, 3 armour)Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Fatigue: +3% Damage when hit (Melee): 12 arcane Changes stats: +3 Dex Changes resistances: +19% temporal / +16% darkness / +10% fire / +5% arcane / +9% cold Changes resistances penetration: +16% darkness / +16% temporal Changes damage: +6% arcane / +6% mind Spell save: +2 Mental save: +25 Silence immunity: +35% Confusion immunity: +35% Stun/Freeze immunity: +38% Equilibrium when hit: +0.08 Spellpower: +5 Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +21% A pair of boots made of leather. Press to compare |
Tool | Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 arcane / +1 mind Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 20 power out of 24/24) : Effective talent level: 2.0 Power cost: 20 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 259.46 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. Press to compare |
Tool | Prismlore the yew wand of conjuration [power 293] (10 cooldown) Prismlore the yew wand of conjuration [power 293] (10 cooldown)Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +5% arcane / +6% acid Maximum wards: +3 lightning / +3 temporal / +3 blight / +4 fire / +3 cold Changes resistances penetration: +10% light / +15% arcane Changes damage: +9% acid Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +1 Ward Maximum neg.energy: +24.00 Infravision radius: +4 It can be used to fire a bolt of a random element (dam 146-293), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Tool | Thunderoblivion ThunderoblivionRequires: - Dexterity 27 - Talent Shoot Powered by arcane forces Crafted by a master Enchantment: Weapon 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +21 Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40 arcane resource burn Damage (Ranged): +18 cold Burst (radius 1) on hit: +2 lightning When wielded/worn: Physical power: +15 Changes stats: +7 Str Changes resistances: +24% lightning / +9% fire / +6% light Changes resistances penetration: +15% lightning / +25% physical / +5% mind Changes damage: +12% lightning / +21% cold / +9% mind / +22% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Damage Shield penetration: +49% Longbows are used to shoot arrows at your foes. Press to compare |
Tool | voratun pickaxe 'Kindlewasp' (dig speed 3 turns) voratun pickaxe 'Kindlewasp' (dig speed 3 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +27.0% Effects on melee hit: * 41% chance to daze Changes stats: +29 Str / +20 Wil Changes resistances: +3% temporal / +6% light / +12% fire / +5% arcane / +3% cold Changes resistances penetration: +5% light Changes damage: +15% fire / +12% mind / +3% light Mental save: +14 Maximum life: +32.00 Maximum stamina: +30.00 Mental crit. chance: +30% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Samydas SamydasPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random insanity * 15% chance to corrode armor * 30% chance to disease Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 24 bleed Damage when hit (Melee): 8 acid Changes stats: +9 Cun Changes resistances: +6% acid / +6% blight Changes resistances penetration: +10% blight / +10% acid Changes damage: +6% blight / +24% acid Silence immunity: +47% Stun/Freeze immunity: +50% Life regen: +8.10 Mana each turn: +0.40 Hate when firing a critical mind attack: +3.00 Maximum life: +200.00 Maximum hate: +14.00 Healing mod.: +56% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
On fingers | Doursever Doursever Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 Effects on melee hit: * 37% chance to disease * 50% chance to inflict damage reduction * 15% chance to blind Effects on ranged hit: * 15% chance to blind Damage when hit (Melee): 8 arcane / 8 blight Changes stats: +11 Str / +5 Dex / +13 Mag / +10 Wil / +13 Cun / +11 Con Changes resistances: +3% blight / +3% darkness Changes resistances penetration: +5% darkness / +5% blight Changes damage: +9% arcane Spell save: +22 Spellpower: +18 Spell crit. chance: +1% Mindpower: +13 Rings can have magical properties. Press to compare |
Around neck | stralite amulet 'Glowtrencher' stralite amulet 'Glowtrencher' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 Physical power: +9 Armour: +7 Defense: +27 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes stats: +3 Str / +5 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con / +13 Lck Changes resistances: +26% fire / +26% cold Changes resistances cap: +6% all Changes damage: +18% physical Talent mastery: +0.26 Technique / Dual techniques Critical mult.: +6.00% Physical save: +20 Spell save: +22 Mental save: +22 Blindness immunity: +34% Stamina each turn: +1.60 Infravision radius: +8 Sight radius: +2 See invisible: +13 Combat speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. Press to compare |
In main hand | Bethuta the Scorchmaim (25-30 power, 5 apr, physical element) Bethuta the Scorchmaim (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +21 Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +12 Physical crit. chance: +8.0% Physical power: +13 Armour: +11 Defense: +11 Damage (Melee): 31 fire Changes stats: +9 Cun Changes resistances: +9% light / +15% temporal Maximum wards: +3 physical Changes resistances penetration: +10% light / +20% temporal Changes damage: +12% fire / +25% physical Talents granted: +3 Ward +1 Command Staff Critical mult.: +48.00% Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +86.00 Maximum pos.energy: +44.00 Spellpower: +39 Spell crit. chance: +8% See invisible: +17 It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Around waist | Arulle ArullePowered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +14.0% Physical power: +2 Armour: +26 Defense: +19 Changes stats: +6 Dex / +4 Mag / +5 Cun / +1 Con Changes resistances: +15% acid / +3% light Changes resistances penetration: +20% physical Physical save: +25 Spell save: +8 Mental save: +20 Poison immunity: +5% Cut immunity: +5% Teleport immunity: +5% Life regen: +3.40 Mana each turn: +0.60 Maximum life: +30.00 Maximum mana: +55.00 Mental crit. chance: +13% Healing mod.: +30% It can be used to create a temporary shield that absorbs 410 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. Press to compare |
In off hand | Twinstaff of Suffering (25-30 power, 0 apr, physical element) Twinstaff of Suffering (25-30 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces Enchantment: Weapon 1.50 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It is part of a set of items. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +21 Armour Penetration: +0 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Lifesteal (this weapon only): +10% When wielded/worn: Changes damage: +20% darkness / +20% physical Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +15 It can be used to activate talent Curse of Vulnerability (costing 12 power out of 12/12) : Effective talent level: 1.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: instantaneous Is: a spell Description: Curses your target, decreasing all its resistances by 24% for 7 turns. The effect will improve with your Spellpower. This staff fits perfectly into one hand. It radiates a sinister glow. As you wield it, you seem to hear screams full of pain. Press to compare |
Cloak | Isinor the elven-silk cloak (22 def, 13 armour) Isinor the elven-silk cloak (22 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +22 Effects on melee hit: * 32% chance to disease Damage when hit (Melee): 12 arcane / 4 blight Changes resistances: +9% acid / +38% cold / +7% fire / +9% mind / +10% lightning Changes resistances penetration: +27% arcane / +5% mind Changes damage: +21% blight / +12% arcane / +6% mind Critical mult.: +30.00% Physical save: +23 Spell save: +2 Mental save: +9 Only die when reaching: -50.00 life Maximum mana: +98.00 Spellpower: +10 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Undeathcast (5 def, 10 armour) Undeathcast (5 def, 10 armour)Requires: - Strength 32 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +8% Effects on melee hit: * Slows global speed by 47% Damage when hit (Melee): 13 light / 4 nature Changes stats: +7 Str / +6 Wil / +7 Con Changes resistances: +30% darkness / +30% blight / +35% fire / +6% nature / +5% arcane Changes resistances penetration: +5% fire / +20% arcane / +15% nature Changes damage: +9% fire / +12% arcane / +9% nature Life regen: +3.90 Maximum life: +200.00 Light radius: +2 Healing mod.: +30% A suit of armour made of mail. Press to compare |
Inventory
regeneration infusion of the duelist (heal 696 over 5 turns) regeneration infusion of the duelist (heal 696 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Dexterity 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 sneak (heal 701 over 5 turns) regeneration infusion of the sneak (heal 701 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 542 over 5 turns) regeneration infusion of the sneak (heal 542 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 542 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 694 over 5 turns) regeneration infusion of the sneak (heal 694 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 694 life over 5 turns. 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. |
regeneration infusion of the titan (heal 623 over 5 turns) regeneration infusion of the titan (heal 623 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 623 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. |
regeneration infusion of the wizard (heal 902 over 5 turns) regeneration infusion of the wizard (heal 902 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 902 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 448 over 5 turns) regeneration infusion of the wizard (heal 448 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 30%; cure magical, mental) wild infusion of the wizard (resist 30%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the duelist (+17 for 11 turns, die at -734) heroism infusion of the duelist (+17 for 11 turns, die at -734)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: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -734 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 Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the titan (+17 for 12 turns, die at -616) heroism infusion of the titan (+17 for 12 turns, die at -616)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: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -616 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 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. Press to compare |
movement infusion of the duelist (776% speed; 7 turns) movement infusion of the duelist (776% 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 776% 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. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (769% speed; 7 turns) movement infusion of the psychic (769% 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 769% 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. 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. |
manasurge rune (1589% regen over 10 turns; 79 instant mana) manasurge rune (1589% regen over 10 turns; 79 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: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% over 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (672% regen over 10 turns; 34 instant mana) manasurge rune (672% regen over 10 turns; 34 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% over 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 505 for 5 turns) shielding rune of the warrior (absorb 505 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 505 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 598 for 5 turns) shielding rune of the wizard (absorb 598 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 598 damage for 5 turns. Its effects scale with your Magic 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. |
controlled phase door rune of the sneak (range 16) controlled phase door rune of the sneak (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 16. 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. |
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.) Press to compare |
Strange Symbol Strange 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.) Press to compare |
grounding steel amulet of mastery (0.11 Psionic / Absorption) grounding steel amulet of mastery (0.11 Psionic / Absorption)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.11 Psionic / Absorption Stun/Freeze immunity: +21% Amulets can have magical properties. Press to compare |
steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. Press to compare |
Galdalaith the gold amulet Galdalaith the gold amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 Physical power: +10 Damage when hit (Melee): 8 acid Changes stats: +4 Str / +1 Dex / +4 Mag / +3 Wil Changes resistances penetration: +25% acid Changes damage: +6% acid / +7% physical / +10% blight / +16% fire / +6% cold / +6% lightning Critical mult.: +16.00% Physical save: +25 Mental save: +10 Confusion immunity: +15% Stamina each turn: +0.60 Spellpower: +15 Spell crit. chance: +5% Mindpower: +11 Combat speed: +10% Amulets can have magical properties. Press to compare |
Bethylelle BethylellePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -8% Damage (Melee): 8 light / 15 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 15% chance to blind Changes stats: +4 Str / +11 Dex / +14 Mag / +2 Wil / +11 Cun / +10 Con Changes damage: +8% acid / +8% lightning / +11% darkness / +8% cold / +13% blight / +23% fire / +3% mind / +15% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +39.00% Reduces incoming crit damage: 5.00% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +18 Spell crit. chance: +6% Movement speed: +10% It can be used to teleports you randomly (rad 65), placing all other charms into a 15 cooldown. Amulets can have magical properties. Press to compare |
Ce'Nymiba Ce'NymibaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Str / +11 Dex / +4 Mag / +3 Wil / +3 Con Changes resistances: +26% lightning / +12% mind Changes damage: +6% mind Physical save: +24 Spell save: +25 Mental save: +25 Blindness immunity: +77% Stun/Freeze immunity: +44% Infravision radius: +3 Sight radius: +4 See invisible: +28 Amulets can have magical properties. Press to compare |
voratun amulet 'Bygohell' voratun amulet 'Bygohell'Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil / +21 Mag Changes resistances: +12% acid Mana each turn: +0.96 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +90.00 Spell crit. chance: +2% Damage Shield penetration: +30% Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. Satyrkiss the steel ringSatyrkiss the steel ring Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +27 Fatigue: -6% Effects on melee hit: * Slows global speed by 46% * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 mind / 4 nature Changes stats: +20 Str / +20 Con Changes resistances: +3% nature / +6% mind Changes damage: +3% mind Maximum encumbrance: +28 Life regen: +3.30 Maximum life: +180.00 Healing mod.: +51% Rings can have magical properties. Press to compare |
psionicist's steel ring of darkness (+20%) psionicist's steel ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +6 Rings can have magical properties. Press to compare |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. Press to compare |
wizard's steel ring of perseverance 'Haligund' wizard's steel ring of perseverance 'Haligund'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Mag Spell save: +18 Stun/Freeze immunity: +30% Life regen: +2.20 Mana when firing critical spell: +4.00 Rings can have magical properties. Press to compare |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Press to compare |
Hintir the gold ring Hintir the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 Damage when hit (Melee): 8 mind Changes stats: +7 Cun Changes resistances: +6% blight / +3% mind Mental save: +7 Blindness immunity: +27% Confusion immunity: +24% Infravision radius: +4 See stealth: +14 See invisible: +5 Rings can have magical properties. Press to compare |
Branymas the Airidol Branymas the AiridolInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Defense: +54 Effects on melee hit: * 18% chance to cause random insanity Damage (Melee): 14 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 10 bleed Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +4 Wil / +27 Cun / +9 Con Changes resistances: +13% blight / +13% nature / +12% lightning Physical save: +18 Poison immunity: +17% Disease immunity: +19% Psi when hit: +0.32 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +14 Mental crit. chance: +4% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. Press to compare |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random insanity Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random insanity Damage (Ranged): 14 bleed Changes stats: +9 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. cruel dragonbone vilestaff of power (30-36 power, 6 apr, acid element)cruel dragonbone vilestaff of power (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +28 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of blasting (30-36 power, 6 apr, acid element)infernal dragonbone vilestaff of blasting (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +35 Spell crit. chance: +15% See invisible: +20 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. nature's yew greatclub of rage (43-64.5 power, 2 apr)nature's yew greatclub of rage (43-64.5 power, 2 apr) Requires: - Strength 24 Alternately Requires: - Dexterity 24 - Strength 17 - Talent Heroic Swordplay (level 1) Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 Changes stats: +6 Str Changes resistances: +8% blight Changes damage: +9% nature / +14% physical Disease immunity: +23% Stamina when hit: +3.00 Massive two-handed clubs. Press to compare |
This item will automatically be transmogrified when you leave the level. Nimbusworth (12-19.2 power, 6 apr)Nimbusworth (12-19.2 power, 6 apr) Requires: - Strength 11 Alternately Requires: - Strength 8 - Dexterity 11 - Talent Heroic Swordplay (level 1) Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armor * Slows global speed by 12% * 40% chance to cause random insanity * 19 arcane resource burn * leeches stamina from the target On weapon crit: * cripple the target Burst (radius 1) on hit: +8 mind / +4 lightning Thrust Range: 2 When wielded/worn: Armour penetration: +10 Physical crit. chance: +19.0% Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 lightning / 12 nature slow Changes resistances: +9% lightning / +6% darkness Changes resistances penetration: +10% acid Critical mult.: +17.00% Life regen: +1.26 * Grants [Sweeping Blows] Talent A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous steel longsword of shearing (15.5-21.7 power, 3 apr)thunderous steel longsword of shearing (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15% chance to daze When wielded/worn: Armour penetration: +9 Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning / +9% physical Changes damage: +9% physical Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. warbringer's stralite longsword of amnesia (32-44.8 power, 5 apr)warbringer's stralite longsword of amnesia (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +12 Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +24% Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun mace 'Charbolt' (62.5-87.5 power, 6 apr)voratun mace 'Charbolt' (62.5-87.5 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 62.5 - 87.5 Uses stat: 100% Wil Damage type: Fire Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +39 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +30.0% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 darkness / 17 nature slow Changes resistances: +6% light / +12% blight / +6% cold / +5% arcane / +12% fire Critical mult.: +20.00% Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel dagger of torment (12-15.6 power, 6 apr)quick steel dagger of torment (12-15.6 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +6 Changes stats: +4 Dex Changes resistances penetration: +8% mind / +8% darkness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. steel dagger of corruption (11.5-14.95 power, 6 apr)steel dagger of corruption (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to inflict damage reduction * 20% chance to curse the target Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of evisceration (21-27.3 power, 7 apr)chilling dwarven-steel dagger of evisceration (21-27.3 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 cold When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger of shearing (37.5-48.75 power, 9 apr)blazebringer's voratun dagger of shearing (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +12 Changes resistances penetration: +11% physical / +11% fire Changes damage: +12% physical Global speed: +5% Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. fungal dragonbone longbow of powerfungal dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +7 Con Changes resistances penetration: +22% physical Changes damage: +14% physical Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. Dairuleg (22/22, 19.5-27.3 power, 7 apr)Dairuleg (22/22, 19.5-27.3 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 46% chance to disease * 46% chance to cause random insanity * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Ranged): +11 acid / +22 darkness / +46 blight / +11 cold Burst (radius 1) on hit: +4 blight Damage against: +9% Living Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of gravity (22/22, 23.5-32.9 power, 7 apr)quiver of ash arrows of gravity (22/22, 23.5-32.9 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.5 - 32.9 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 On weapon hit: * 10% chance to crush the target Damage (Ranged): +10 gravity Arrows are used with bows to pierce your foes to death. Press to compare |
Gleamparry (114/114, 64.5-90.3 power, 30 apr) Gleamparry (114/114, 64.5-90.3 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 50% Wil, 70% Cun Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +18.0% Capacity: 114 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 47% chance to corrode armor * 18% chance to disease * 47% chance to blind On weapon crit: * cripple the target Damage (Ranged): +32 acid / +30 darkness / +17 blight / +12 fire Burst (radius 1) on hit: +20 light Damage against: +20% Living When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of crippling (20/20, 19-22.8 power, 2 apr)hateful pouch of steel shots of crippling (20/20, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +13.5% Capacity: 20 On weapon crit: * cripple the target Damage (Ranged): +15 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. living voratun shield of earthen fury (12 def, 18 armour, 196.5 block)living voratun shield of earthen fury (12 def, 18 armour, 196.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Alternately Requires: - Dexterity 48 - Strength 34 - Talent Shield Mastery (level 1) - Talent Heroic Swordplay (level 1) Alternately Requires: - Dexterity 48 - Strength 34 - Talent Armour Training (level 2) - Talent Heroic Swordplay (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when hit (Melee): 18 nature Changes resistances: +20% blight / +20% physical / +20% nature Talent granted: +5 Block Maximum life: +90.00 Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of alchemy (0 def, 0 armour)mindwoven woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% acid / +14% physical / +14% fire / +14% cold Changes damage: +9% acid / +9% physical / +9% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) Mental save: +20 Mindpower: +4 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere robe (2 def, 0 armour)fearwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances penetration: +13% darkness / +14% physical Changes damage: +14% darkness / +14% physical Maximum hate: +10.00 Mindpower: +8 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening cured leather armour of the deep (2 def, 7 armour)enlightening cured leather armour of the deep (2 def, 7 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +2 Fatigue: +7% Changes stats: +6 Cun / +6 Wil Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Mental save: +16 A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of the wind (14 def, 6 armour)enlightening hardened leather armour of the wind (14 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +6 Defense: +14 Fatigue: +8% Changes stats: +6 Cun / +7 Wil Mental save: +19 Stamina each turn: +1.10 Chance to avoid any damage: +9% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of stability (3 def, 6 armour)prismatic hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +8% physical / +16% light / +15% darkness Physical save: +19 A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. volcanic drakeskin leather armour (5 def, 23 armour)volcanic drakeskin leather armour (5 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +25% fire / +30% physical A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. Thunderhue the steel plate armour (13 def, 22 armour)Thunderhue the steel plate armour (13 def, 22 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +22 Defense: +13 Fatigue: +22% Effects on melee hit: * 42% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +4 Str / +3 Cun / +4 Con Changes resistances: +27% lightning / +9% physical / +6% light / +30% fire / +14% blight / +8% cold / +13% nature / +9% acid Changes damage: +9% lightning / +6% fire / +9% light Mental save: +14 Life regen: +2.00 Maximum life: +122.00 Healing mod.: +15% A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. DuskusherDuskusher Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 Armour: +13 Defense: +31 Effects on melee hit: * 42% chance to daze Damage when hit (Melee): 16 darkness Changes stats: +4 Mag Changes resistances: +6% acid / +3% darkness / +13% fire / +9% cold / +9% lightning Changes resistances penetration: +15% darkness / +10% fire Changes damage: +3% fire Reduced damage from: +45% Summoned Stealth bonus: +14 Physical save: +22 Spell save: +14 Mana each turn: +0.38 Maximum life: +121.00 Maximum mana: +126.00 Maximum stamina: +50.00 Maximum hate: +20.00 Maximum psi: +39.00 Maximum vim: +40.00 Maximum pos.energy: +35.00 Maximum neg.energy: +37.00 Size category: +1 Reduces paradox failures(equivalent to willpower): +38 A belt that goes around your waist. Press to compare |
Cuthudir the Flamesage (0 def, 8 armour) Cuthudir the Flamesage (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +14 Armour: +8 Damage (Melee): 9 acid / 10 lightning / 9 fire / 19 arcane / 10 cold Damage when hit (Melee): 4 fire Changes stats: +4 Str / +10 Dex / +13 Mag / +14 Wil / +12 Cun Changes resistances: +5% arcane Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +13 Mental save: +13 Maximum life: +63.00 When used to modify unarmed attacks: Base power: 35.0 - 38.5 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +34 Armour Penetration: +14 Physical crit. chance: +16.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 ice / +21 lightning / +17 fire / +17 arcane / +23 acid Burst (radius 2) on crit: +4 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. restful voratun gauntlets of magic (+6) (0 def, 3 armour)restful voratun gauntlets of magic (+6) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +11% arcane Life regen: +4.00 Stamina each turn: +1.50 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +18 arcane Burst (radius 2) on crit: +15 arcane Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. Layolenne the Scumnigh (2 def, 0 armour)Layolenne the Scumnigh (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * Slows global speed by 46% Damage when hit (Melee): 8 arcane / 4 nature Changes stats: +14 Mag / +13 Con Changes resistances: +24% darkness / +16% temporal / +15% mind / +9% light Changes damage: +16% temporal / +16% darkness / +6% nature / +15% mind / +30% arcane Life regen: +8.40 Damage Shield Power: +21% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
4 opal 4 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. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. emeraldemerald 0.00 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. |
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. |
Manorokhad ManorokhadPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex / +1 Mag Changes resistances: +9% acid / +9% temporal / +6% light / +7% blight / +9% cold / +5% arcane / +6% darkness Changes damage: +6% darkness Damage affinity(heal): +5% darkness Mental save: +6 Spellpower: +4 Spell crit. chance: +4% Mindpower: +5 Mental crit. chance: +6% Light radius: +2 Infravision radius: +7 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 36 blight damage or heals 43 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Fogwar the alchemist's lamp Fogwar the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 8 lightning Changes stats: +5 Mag Changes resistances: +18% lightning / +9% darkness Changes resistances penetration: +20% darkness / +11% all Changes damage: +18% darkness / +6% lightning Mental save: +10 Maximum life: +60.00 Spellpower: +12 Light radius: +6 See stealth: +11 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Treasure Map: Ancient Cave Treasure Map: Ancient Cave0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some ancient cave full of treasures and danger, which can be found inside the Old Forest. (*USE* it while being inside the Old Forest). |
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). |
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. |
Lorigund (dig speed 39 turns) Lorigund (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +2 Wil Changes resistances: +11% nature Changes damage: +6% nature Reduces incoming crit damage: 5.00% See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Daynight (dig speed 10 turns) Daynight (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +11.0% Fatigue: -7% Changes stats: +11 Str / +1 Dex / +4 Mag / +6 Wil / +5 Con Changes resistances: +6% blight / +8% fire / +8% darkness Changes resistances penetration: +10% light Life regen: +0.20 Maximum mana: +39.00 Spell crit. chance: +6% Mental crit. chance: +11% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
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. Press to compare |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil 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. Press to compare |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
quick dwarven-steel torque of psychoportation [power 29] (24 cooldown) quick dwarven-steel torque of psychoportation [power 29] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 29), placing all other charms into a 24 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
Ulusavor the Blazerain [power 91] (29 cooldown) Ulusavor the Blazerain [power 91] (29 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Changes resistances: +3% light Changes resistances penetration: +5% light / +20% temporal Changes damage: +15% temporal Talents granted: +5 Rushing Claws +5 Lay Web Spell save: +10 Stamina when hit: +2.10 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 6 turns increasing armour by 91 and armour hardiness by 60%, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Chious the Gnome Adventurer level 41
70th Haze 122nd year of Ascendancy at 01:58 see stats
By Chious the Gnome Adventurer level 39
68th Haze 122nd year of Ascendancy at 08:28 see stats
By Chious the Gnome Adventurer level 9
10th Mirth 122nd year of Ascendancy at 18:21 see stats
By Chious the Gnome Adventurer level 25
49th Dusk 122nd year of Ascendancy at 23:42 see stats
By Chious the Gnome Adventurer level 48
18th Regrowth 123rd year of Ascendancy at 17:57 see stats
By Chious the Gnome Adventurer level 31
52nd Dusk 122nd year of Ascendancy at 11:33 see stats
By Chious the Gnome Adventurer level 10
3rd Flare 122nd year of Ascendancy at 23:37 see stats
By Chious the Gnome Adventurer level 20
24th Dusk 122nd year of Ascendancy at 02:26 see stats
By Chious the Gnome Adventurer level 30
52nd Dusk 122nd year of Ascendancy at 10:41 see stats
By Chious the Gnome Adventurer level 40
68th Haze 122nd year of Ascendancy at 08:28 see stats
By Chious the Gnome Adventurer level 50
19th Regrowth 123rd year of Ascendancy at 07:41 see stats
By Chious the Gnome Adventurer level 31
7th Haze 122nd year of Ascendancy at 22:15 see stats
By Chious the Gnome Adventurer level 48
18th Regrowth 123rd year of Ascendancy at 18:00 see stats
By Chious the Gnome Adventurer level 33
53rd Haze 122nd year of Ascendancy at 23:06 see stats
By Chious the Gnome Adventurer level 10
3rd Flare 122nd year of Ascendancy at 23:38 see stats
By Chious the Gnome Adventurer level 24
49th Dusk 122nd year of Ascendancy at 16:52 see stats
By Chious the Gnome Adventurer level 14
2nd Dusk 122nd year of Ascendancy at 07:12 see stats
By Chious the Gnome Adventurer level 43
1st Decay 122nd year of Ascendancy at 00:56 see stats
By Chious the Gnome Adventurer level 34
55th Haze 122nd year of Ascendancy at 19:26 see stats
By Chious the Gnome Adventurer level 38
67th Haze 122nd year of Ascendancy at 23:50 see stats
Log
Chious picks up (Z.): prismatic hardened leather armour of stability (3 def, 6 armour).
Chious picks up (S.): quiver of ash arrows of gravity (22/22, 23.5-32.9 power, 7 apr).
Chious picks up (R.): fungal dragonbone longbow of power.
Chious picks up (L.): thunderous steel longsword of shearing (15.5-21.7 power, 3 apr).
Chious picks up (L.): Nimbusworth (12-19.2 power, 6 apr).
There is an item here: mana drop
Talent Flurry is ready to use.
Chious aims less carefully.
Talent Dual Strike is ready to use.
Resting starts...
Talent Enchanted Assault is ready to use.
Chious is no longer surging arcane power.
Rested for 19 turns.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Shield
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Chious deactivates Arcane Feed.
Chious activates Arcane Feed.
Chious deactivates Arcane Combat.
Chious activates Arcane Combat.
Chious deactivates Shadow Combat.
Chious activates Shadow Combat.
Chious deactivates Shadow Feed.
Chious activates Shadow Feed.
Chious deactivates Beyond the Flesh.
Chious activates Beyond the Flesh.
Saving game...
Saving done.