










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 19 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Glosemina the warg at level 12 on the 11st Dusk 122nd year of Ascendancy at 03:10 0 / 7Killed by Porathra the sandworm at level 14 on the 40th Dusk 122nd year of Ascendancy at 03:09 Killed by Neribreba the faeros at level 16 on the 6th Haze 122nd year of Ascendancy at 10:12 Killed by Neriyatta the greater telugoroth at level 17 on the 11st Haze 122nd year of Ascendancy at 03:03 Killed by Cyruma the dragon turtle at level 19 on the 27th Haze 122nd year of Ascendancy at 09:02 Killed by lesser vampire at level 19 on the 37th Haze 122nd year of Ascendancy at 11:26 Killed by skeleton magus at level 19 on the 37th Haze 122nd year of Ascendancy at 11:45 |
Primary Stats
| Strength | 29 (base 22) |
| Dexterity | 12 (base 12) |
| Constitution | 10 (base 12) |
| Magic | 46 (base 40) |
| Willpower | 38 (base 30) |
| Cunning | 16 (base 16) |
Resources
| Mana | 331/348 |
| Psi | 128/128 |
| Life | -92/345 |
| Stamina | 224/224 |
| Paradox | 300 |
| Healing Factor | 1.4000000000001 |
| Regeneration | 0.35000000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 29.039188063396 |
| See Invisible | 29.039188063396 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 24 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +18% |
| Arcane | +5% |
| Cold | +11% |
| All | 0% |
| Lightning | +27% |
| Light | +10% |
| Physical | +5% |
| Darkness | +21% |
| Fire | +6% |
| Mind | +12% |
Offense: Damage Penetration
| Lightning | +30% |
| Temporal | +20% |
| Arcane | +10% |
| Mind | +25% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 52.551211628464 (89.117647058824%) |
| Defense | 25 |
| Ranged Defense | 33 |
| Fatigue | 31 |
| Physical Save | 26 |
| Spell Save | 24 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 46%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 29%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 5% |
| Bleed Resistance | 20% |
| Knockback Resistance | 23% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 377% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1026% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Spell / Energy alchemy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 30.27 blight damage per turn. Rotting Disease |
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Salemira the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 5. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Magic 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Power: 161% Range: 1.6x Uses stat: 129% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Cracklevenom (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +20% lightning / +20% temporal Changes damage: +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | 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 (94 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Zubidhelekira' (6 def, 16 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +16 Defense: +6 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 20 physical Changes stats: +2 Str Changes resistances: +3% all / +2% physical Physical save: +19 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of hardened leather boots 'Dimtreason' (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes resistances: +9% darkness Changes resistances penetration: +10% lightning / +25% darkness Changes damage: +9% darkness / +15% lightning A pair of boots made of leather. |
| Tool | dwarven-steel pickaxe 'Velille' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances: +12% fire / +9% temporal Reduces incoming crit damage: 10.00% Mental save: +30 (+11 eff.) Blindness immunity: +5% Silence immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Kindlehue'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold / +15% fire Changes damage: +11% cold / +6% fire Poison immunity: +10% Cut immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
| On fingers | AerythaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +5 Wil / +3 Con Grants telepathy: Dragon Mental save: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Voromina the BoltgrinderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +15% lightning / +13% temporal Changes resistances penetration: +10% mind Changes damage: +6% mind / +12% lightning Pinning immunity: +25% Knockback immunity: +23% Amulets can have magical properties. |
| In main hand | dwarven-steel mace 'Pitchpython' (132% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% blight Changes damage: +18% blight / +12% darkness Blunt and deadly. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Chargevengeance the steel shield (6 def, 2 armour, 37.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 mind Maximum wards: +2 lightning / +1 temporal / +2 blight / +3 fire / +2 cold Changes resistances penetration: +15% mind Changes damage: +6% mind Talents granted: +2 Block +1 Ward Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 81.16 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Lisema the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 14 physical Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +10% arcane Changes damage: +12% acid A suit of armour made of metal plates. |
Inventory
phase door rune of the psychic (range 9; power 23; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
FogwireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes stats: +3 Dex Changes resistances: +6% fire Changes resistances penetration: +10% darkness Changes damage: +18% darkness Amulets can have magical properties. |
Stormwreath the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning / +12% fire Changes resistances cap: +3% all Changes resistances penetration: +10% lightning Changes damage: +21% lightning Physical save: +10 (+5 eff.) Amulets can have magical properties. |
copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
gold amulet 'Blindmark'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Con Changes resistances: +15% light / +3% darkness Light radius: +3 Amulets can have magical properties. |
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.10 Amulets can have magical properties. |
restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Mag Life regen: +1.20 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.warrior's steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
StormjeerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% lightning Mental save: +15 (+6 eff.) Psi when hit: +0.04 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
gold ring 'Fogglean'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% darkness Changes resistances penetration: +15% mind Mental save: +18 (+7 eff.) Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +25% Maximum life: +28.00 Mental crit. chance: +1% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.titan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Glimmerkin (118% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Mag, 27% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 acid / +16 light Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Changes resistances: +3% acid Changes resistances penetration: +6% physical Changes damage: +9% light / +15% acid Light radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger of massacre (115% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 27% Cun, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Cloudwell the dwarven-steel greatmaul (164% power, 2 apr) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 120% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +12% blight / +6% light / +6% darkness Massive two-handed mauls. |
Mayida the Sparktorrent (163% power, 3 apr)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +2 (+1 eff.) Changes resistances: +3% lightning Changes resistances penetration: +20% lightning Physical save: +6 (+3 eff.) Massive two-handed mauls. |
Pitchwing the dwarven-steel greatmaul (154% power, 2 apr)Requires: - Magic 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% darkness Changes resistances penetration: +10% mind / +12% darkness Changes damage: +18% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.hateful steel greatmaul (134% power, 2 apr) Requires: - Magic 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +12% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel greatmaul (132% power, 2 apr) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Demonwind (124% power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +4 Str Changes resistances: +9% darkness / +4% physical Changes resistances penetration: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Eclipsebrand Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to blind On weapon crit: * silences the target Damage (Ranged): +17 nature Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +11% nature / +20% light Changes damage: +3% darkness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ash longbow 'Isoriassra' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 2) on crit: +6 mind When wielded/worn: Physical power: +11 (+5 eff.) Changes stats: +3 Str / +1 Dex Equilibrium when hit: +0.16 Maximum hate: +6.00 Maximum psi: +30.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Ulfifang the dwarven-steel mace (134% power, 4 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +6% blight Disease immunity: +40% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +7% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of paradox (109% power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +7% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Abyssrazor' (120% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances penetration: +5% blight / +15% fire Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging yew vilestaff (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of power (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +13 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Boltreign (124% power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +11 cold When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Blindness immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Shadeream (136% power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +50% Damage (Melee): +20 blight When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +6% blight Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (123% power, 4 apr) Requires: - Magic 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
Araseba the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +4 Con Life regen: +0.70 Stamina each turn: +0.80 Healing mod.: +12% A belt that goes around your waist. |
Phoenixbrace the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Dex / +3 Cun / +7 Lck Changes resistances: +4% physical / +9% fire Changes resistances penetration: +15% physical Trap disarming bonus: +5 Stealth bonus: +7 Maximum stamina: +20.00 Infravision radius: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Lelogazor the Skywilter (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Str / +3 Con Changes resistances penetration: +10% lightning / +20% temporal Changes damage: +18% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Zubutha (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes resistances: +20% nature / +6% light Critical mult.: +16.00% Stealth bonus: +7 Cut immunity: +10% Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zubamibeth' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Grants telepathy: Demon/Minor Demon/Major Physical save: +10 (+5 eff.) Mental save: +36 (+13 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.16 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Dagesus the pair of hardened leather boots (3 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% cold Changes damage: +3% mind Physical save: +6 (+3 eff.) Stun/Freeze immunity: +5% Only die when reaching: -80.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Glitterkin (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 mind Changes stats: +8 Lck / +4 Dex Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +3% mind Stealth bonus: +8 Light radius: +2 A pair of boots made of leather. |
Gosin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +4 Fatigue: -1% Changes stats: +2 Dex Changes resistances: +15% acid Spell save: +30 (+15 eff.) Confusion immunity: +15% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Sunmaster (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +10% acid Changes damage: +27% acid Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 62% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Thundersage the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Lck / +5 Dex Changes resistances: +15% lightning / +12% temporal Changes resistances penetration: +10% lightning Changes damage: +6% lightning Stealth bonus: +8 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Zubildana' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +7 Wil Changes resistances penetration: +15% blight Critical mult.: +15.00% Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Mana each turn: +0.04 Spellpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Emelolenn (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +3 Str / +2 Mag Changes resistances penetration: +10% blight Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.Aeryrehek (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +3 Str / +4 Con Blindness immunity: +15% Disease immunity: +10% Cut immunity: +15% Confusion immunity: +5% Pinning immunity: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Balurin (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes stats: +2 Wil / +4 Mag Changes resistances: +8% acid / +7% fire / +8% cold / +7% lightning Reduces incoming crit damage: 15.00% Mental save: +30 (+11 eff.) Hate when firing a critical mind attack: +3.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Ematha (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Cun Changes resistances: +6% acid / +15% temporal Changes resistances penetration: +20% temporal Mental save: +7 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Gina (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +8 Cun / +4 Con Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Xanalema (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +8 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes damage: +6% physical Critical mult.: +6.00% Maximum life: +20.00 See invisible: +18 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Yvora (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str Changes resistances: +12% darkness / +5% arcane / +13% light Reduces incoming crit damage: 10.00% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Beluma' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +5% arcane Changes damage: +6% mind Mental save: +6 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% light / +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +3 Cun / +5 Wil Mental save: +12 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Murksin (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +12% acid / +14% physical / +6% lightning Changes damage: +6% darkness Talent granted: +3 Block Spell save: +6 (+3 eff.) Mental save: +15 (+6 eff.) Cut immunity: +20% Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
211 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Drezor' (dig speed 32 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +3 Mag Changes resistances: +12% acid Changes resistances penetration: +15% temporal Changes damage: +9% acid / +9% temporal Maximum mana: +31.00 Spell crit. chance: +7% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 after 40 turns, 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. |
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. |
This item will automatically be transmogrified when you leave the level.self-loading pouch of steel shots of daylight (19/20, 126% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 92% Cun, 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Turns elapse between self-loadings: 4 Damage (Ranged): +5 light Damage against: +6% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Adadherin the Murkbright [power 157] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +2 Cun Changes resistances: +18% darkness Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward See invisible: +9 It can be used to fire a blast of psionic energies in a range 7 beam dealing 78.50 to 157.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Zubussra the ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +4 Changes stats: +2 Str Maximum wards: +3 acid / +2 nature / +2 light Changes resistances penetration: +15% physical Talent granted: +1 Ward Physical save: +30 (+14 eff.) Maximum life: +50.00 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Dienton the Cornac Adventurer level 14
40th Dusk 122nd year of Ascendancy at 11:34 see stats
Exterminator
Killed 1000 creatures.By Dienton the Cornac Adventurer level 15
51st Dusk 122nd year of Ascendancy at 23:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dienton the Cornac Adventurer level 19
29th Haze 122nd year of Ascendancy at 06:20 see stats
Level 10
Got a character to level 10.By Dienton the Cornac Adventurer level 10
7th Flare 122nd year of Ascendancy at 12:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dienton the Cornac Adventurer level 12
20th Dusk 122nd year of Ascendancy at 03:49 see stats
That was close
Killed your target while having only 1 life left.By Dienton the Cornac Adventurer level 16
6th Haze 122nd year of Ascendancy at 10:12 see stats
The Arena
Unlocked Arena mode.By Dienton the Cornac Adventurer level 5
78th Pyre 122nd year of Ascendancy at 09:18 see stats
The secret city
Discovered the truth about mages.By Dienton the Cornac Adventurer level 11
7th Dusk 122nd year of Ascendancy at 03:07 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dienton the Cornac Adventurer level 16
7th Haze 122nd year of Ascendancy at 21:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dienton the Cornac Adventurer level 17
12nd Haze 122nd year of Ascendancy at 07:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dienton the Cornac Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 09:38 see stats
Unstoppable
Returned from the dead.By Dienton the Cornac Adventurer level 19
37th Haze 122nd year of Ascendancy at 11:26 see stats
Log
Elder vampire leeches life from Dienton!
Dienton hits Elder vampire for 20 lightning, 19 physical, 4 mind, 9 acid (53 total damage).
Elder vampire hits Dienton for 2 physical damage.
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Talent Infusion: Movement is ready to use.
Rotting Disease from Elder vampire hits Dienton for 21 blight damage.
Elder vampire uses Summon.
Elder vampire summons Skeleton magus!
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Dienton uses Infusion: Movement.
Dienton is moving freely.
Dienton is moving at extreme speed!
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Dienton slows down.
Dienton's Beyond the Flesh hits Skeleton magus for 108 physical, 44 light, 59 darkness (212 total damage).
Rotting Disease from Elder vampire hits Dienton for 21 blight damage.
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Skeleton magus activates Arcane Power.
Talent Time Shield is ready to use.
Talent Nova is ready to use.
Talent Feather Wind is ready to use.
Rotting Disease from Elder vampire hits Dienton for 21 blight damage.
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Skeleton magus casts Flame.
Saving game...














































































































