Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Adventurer Plus Addon 1.1.8Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. 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:
Items Vault 1.3.0Donators/Buyers bonus! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Superhuman |
| Class | Hero |
| Level / Exp | 50 / 136396% |
| Size | medium |
| Lifes / Deaths | Killed by Timelord's Inner Demon at level 50 on the 51st Haze 122nd year of Ascendancy at 16:22 / 1 |
Primary Stats
| Strength | 146 (base 60) |
| Dexterity | 80 (base 60) |
| Constitution | 125 (base 60) |
| Magic | 70 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 75 (base 60) |
Resources
| Hate | 117/117 |
| Mana | 1052/1353 |
| Psi | 613/613 |
| Vim | 64/934 |
| Life | -226/11192 |
| Positive | 22/697 |
| Stamina | 846/846 |
| Paradox | 36 |
| Healing Factor | 1.34 |
| Regeneration | 140.34766470115 |
Speed
| Mental | +75.2% |
| Attack | +75.2% |
| Movement | +180% |
| Spell | +75.2% |
| Global | +239.1% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 253 |
| Accuracy | 85 |
| Crit Chance | 188% |
| APR | 36 |
| Speed | 0.57 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 103.53017562233 |
| Crit Chance | 100% |
| Speed | 0.57077625570776 |
Offense: Mind
| Mindpower | 107.11666666667 |
| Crit Chance | 100% |
| Speed | 0.57077625570776 |
Offense: Damage Bonus
| All | -48% |
Defense: Base
| Armour (hardiness) | 295.10209477332 (100%) |
| Defense | 0 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 90.624309221154 |
| Spell Save | 87.124309221154 |
| Mental Save | 41.033333333333 |
Defense: Resistances
| All | -11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 10% |
| Confusion Resistance | 100% |
| Pinning Resistance | 36% |
| Stun Resistance | 100% |
| Poison Resistance | 26% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1788% for 10 turns and instantly restoring 89 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 835 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 3.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 5.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Brutality | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Doom shield | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Forge | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Energy | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Insidious Poison |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Thermal Shield |
| talent | Osmosis Shield |
| talent | Lacerating Strikes |
| talent | Kinetic Shield |
| talent | Daunting Presence |
| talent | Forge Shield |
| talent | Shield Wall |
| talent | Hardened Core |
| talent | Numbing Poison |
| talent | Beyond the Flesh |
| beneficial effect | The thrill of combat improves the target's maximum life by 30%, life regeneration by 65.79, and stamina regeneration by 13.16. Bloodbath |
| beneficial effect | Immune to physical effects. Spine of the World |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 36 each turn. Temporal Restoration Field |
| beneficial effect | The target is recovering 294 life each turn. Recovery |
| beneficial effect | You regenerate a total of 4399.66 life over the duration of the effect. Osmosis Regeneration |
| beneficial effect | The mana surge engulfs the target, regenerating 256.22 mana per turn. Surging mana |
| detrimental effect | The target is cursed, reducing all damage done by 44%. Curse of Impotence |
| detrimental effect | An arcane vortex followes the target. Each turn a manathrust fires from it to a random foe in sight doing 129.61 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is deal as a radius 2 ball of arcane. Arcane Vortex |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | Reduces physical damage received by 39%. Earthen Barrier |
| detrimental effect | The target has been splashed with acid, taking 15.15 acid damage per turn, reducing armour by 15 and attack by 15. Acid Splash |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (38). Armor Corroded |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target's dreams have been broken by the dreamforge, reducing its mental save by 29 and reducing its chance of successfully casting a spell by 25%. Broken Dream |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Timelord is fed upon by Timelord's Inner Demon. Fed Upon |
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 |
You abandoned injured seer to death. Escort: injured seer (level 2 of Old Forest) | failed |
You abandoned injured seer to death. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by dredgling. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton archer. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by brown bear. Escort: repented thief (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 235. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of Zigur | active |
Equipment
| Psionic focus | Beridan (63-100.8 power, 4 apr) Beridan (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Base power: 63.0 - 100.8 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum hate: +2.00 Massive two-handed swords. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 72% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| On hands | stone warden's hardened leather gloves of sorrow (0 def, 15 armour) stone warden's hardened leather gloves of sorrow (0 def, 15 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +10% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 28 mind / 27 darkness Changes stats: +11 Con Changes resistances: +9% physical Mental save: -9 (-4 eff.) Mindpower: +5 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 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 (127 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | voratun helm 'Amohek' (7 def, 13 armour) voratun helm 'Amohek' (7 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+0 eff.) Fatigue: +5% Changes stats: +8 Str / +10 Dex / +1 Wil Changes resistances: +6% lightning / +13% cold / +6% nature / +15% fire / +5% arcane / +6% all Physical save: +13 (+3 eff.) Infravision radius: +2 Skullcracker multiplicator: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Singemaim the pair of iron boots (4 def, 3 armour) Singemaim the pair of iron boots (4 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +2% Damage when hit (Melee): 12 fire Changes stats: +3 Con Changes resistances penetration: +10% physical Reduces incoming crit damage: 5.00% Life regen: +0.80 Stamina each turn: +1.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Shinequench the voratun ring Shinequench the voratun ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +20 (+3 eff.) Fatigue: -12% Changes stats: +1 Str / +1 Con Changes resistances: +3% temporal Changes resistances penetration: +5% light Changes damage: +7% all / +9% fire Maximum encumbrance: +38 Stun/Freeze immunity: +50% Life regen: +4.70 Stamina each turn: +0.60 Spellpower: +20 (+3 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +10% Rings can have magical properties. |
| On fingers | Getigas the stralite ring Getigas the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Effects on ranged hit: * 30% chance to blind Changes resistances: +11% nature / +14% blight Changes resistances penetration: +10% blight Changes damage: +12% mind Poison immunity: +26% Disease immunity: +25% Disarm immunity: +37% Pinning immunity: +36% Knockback immunity: +40% Vim when hitting in melee: +0.00 Maximum life: +44.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.4 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | balanced voratun longsword of massacre (52-72.8 power, 6 apr) balanced voratun longsword of massacre (52-72.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.0 - 72.8 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +12 (+0 eff.) Disarm immunity: +44% Sharp, long, and deadly. |
| Around waist | hardened leather belt of containment hardened leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +73.00 Maximum mana: +47.00 Maximum stamina: +35.00 Maximum hate: +15.00 Maximum psi: +22.00 Maximum vim: +26.00 Maximum pos.energy: +20.00 Maximum neg.energy: +23.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | voratun shield 'Silaritta' (12 def, 14 armour, 74.5-89.4 power, 329.5 block) voratun shield 'Silaritta' (12 def, 14 armour, 74.5-89.4 power, 329.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +330 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +14 Defense: +12 (+0 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +20% physical / +15% mind / +6% fire Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Talents granted: +5 Block +1 Ward Physical save: +11 (+2 eff.) Spell save: +9 (+2 eff.) Cut immunity: +10% Disarm immunity: +10% Handheld deflection devices. |
| Cloak | restorative linen cloak of implacability (1 def, 0 armour) restorative linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Life regen: +1.30 Only die when reaching: -50.00 life Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galerand (21 def, 21 armour) Galerand (21 def, 21 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Defense: +21 (+0 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Cun / +1 Con Changes resistances: +8% acid / +11% physical / +5% cold / +12% fire / +11% lightning Changes resistances penetration: +10% mind Changes damage: +3% arcane Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Spell save: +6 (+1 eff.) Mental save: +22 (+7 eff.) Silence immunity: +0% Disarm immunity: +31% Stun/Freeze immunity: +33% Knockback immunity: +25% Life regen: +5.40 Stamina each turn: +1.60 Spell crit. chance: +1% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 6 turns)shielding rune (absorb 462 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 68)teleportation rune (range 68) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 16; dur 27; see humanoid)vision rune (radius 16; dur 27; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 25) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any humanoid around. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
titan's voratun ring titan's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+3 eff.) Vim when hitting in melee: +0.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial steel battleaxe of purging (21-31.5 power, 2 apr)glacial steel battleaxe of purging (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold Massive two-handed battleaxes. |
hateful steel battleaxe (21-31.5 power, 2 apr) hateful steel battleaxe (21-31.5 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Tempestravage' (79.5-119.25 power, 5 apr)voratun battleaxe 'Tempestravage' (79.5-119.25 power, 5 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +11.0% Attack speed: 100% On weapon hit: * 40% chance to daze On weapon crit: * cripple the target Damage (Melee): +8 lightning / +8 nature Burst (radius 2) on crit: +24 fire When wielded/worn: Armour penetration: +3 Physical crit. chance: +21.0% Changes stats: +1 Dex Changes resistances: +2% physical Changes resistances penetration: +21% fire Maximum encumbrance: +10 Maximum life: +20.00 Global speed: +8% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite dagger (25.5-33.15 power, 9 apr)inquisitor's stralite dagger (25.5-33.15 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 30% Wil, 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger of projection (28.5-37.05 power, 9 apr)plaguebringer's stralite dagger of projection (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 30% Wil, 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease Damage (Melee): +14 blight / +14 mind When wielded/worn: Disease immunity: +20% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger of torment (29-37.7 power, 9 apr)quick stralite dagger of torment (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 30% Wil, 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Dex Changes resistances penetration: +9% mind / +11% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous stralite dagger of torment (29.5-38.35 power, 9 apr)thunderous stralite dagger of torment (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 30% Wil, 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to daze * 20% chance to torment the target When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning / +11% mind / +9% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of ruin (18.5-24.05 power, 7 apr)warbringer's dwarven-steel dagger of ruin (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 30% Wil, 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Critical mult.: +13.00% Disarm immunity: +20% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 108% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.4 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 122% damage. If the attack hits, the target's armour and saves are reduced by 13 for 6 turns. Also if the target is protected by a temporary damage shield there is 67% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level. Firesin the voratun greatmaul (93-139.5 power, 4 apr)Firesin the voratun greatmaul (93-139.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 93.0 - 139.5 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 41% chance to daze Damage (Melee): +4 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +19 Changes stats: +5 Str / +8 Dex / +6 Mag / +8 Wil / +7 Cun / +6 Con Changes resistances penetration: +21% lightning / +17% cold / +10% nature / +10% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Obsidianschism (64-102.4 power, 4 apr)Obsidianschism (64-102.4 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +16 mind / +12 darkness When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +9% fire Changes resistances penetration: +5% darkness Changes damage: +3% darkness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
caustic voratun greatsword of projection (62.5-100 power, 4 apr) caustic voratun greatsword of projection (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour Damage (Melee): +7 mind When wielded/worn: Changes resistances penetration: +13% acid Life regen: +3.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +16.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +20.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level. Hanygarab (21-29.4 power, 6 apr)Hanygarab (21-29.4 power, 6 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Mag Changes damage: +6% physical Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Life regen: +0.60 Maximum stamina: +30.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Veluldalle the voratun longsword (43-60.2 power, 6 apr)Veluldalle the voratun longsword (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +15 fire Burst (radius 2) on crit: +8 mind When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Con Changes resistances: +3% acid Changes resistances penetration: +17% acid / +15% physical / +17% cold / +16% fire / +17% lightning Spell save: +20 (+4 eff.) Disarm immunity: +32% Mana each turn: +0.12 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Spell crit. chance: +1% Mental crit. chance: +3% Damage Shield penetration: +10% Sharp, long, and deadly. |
flaming steel longsword of daylight (14-19.6 power, 3 apr) flaming steel longsword of daylight (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 light Burst (radius 1) on hit: +5 fire Damage against: +6% Undead When wielded/worn: Talent granted: +2 Flame Bolts Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of nature (16-22.4 power, 3 apr)flaming steel longsword of nature (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +11 fire When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite longsword of ruin (33-46.2 power, 5 apr)insidious stralite longsword of ruin (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +50 insidious poison When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +14.00% Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous steel longsword of dampening (13.5-18.9 power, 3 apr)thunderous steel longsword of dampening (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +11% acid / +10% fire / +11% cold / +11% lightning Changes resistances penetration: +9% lightning Spell save: +9 (+2 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Murktouch (12.5-13.75 power, 32 apr, mind damage)Murktouch (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +17% physical / +3% light / +6% arcane / +12% fire / +6% nature / +3% darkness Changes resistances penetration: +17% physical Changes damage: +16% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.2 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 29 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. epiphanous vined mindstar of frost (5-5.5 power, 18 apr, nature damage)epiphanous vined mindstar of frost (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 10 ice Changes resistances: +11% cold Changes resistances penetration: +11% cold Changes damage: +13% mind / +11% cold Mindpower: +7 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of resolve (4-4.4 power, 18 apr, mind damage)gifted vined mindstar of resolve (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Physical save: +5 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious vined mindstar of venom (5-5.5 power, 18 apr, mind damage)harmonious vined mindstar of venom (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 5.0 - 5.5 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +6% nature / +11% acid Changes resistances penetration: +6% nature / +10% acid Changes damage: +6% nature / +8% acid Talent mastery: +0.20 Wild-gift / Harmony Life regen: +1.10 Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +4% mind / +4% darkness Life regen: +0.80 Maximum life: +18.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hungering living mindstar (16-17.6 power, 40 apr, nature damage)hungering living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 146.12 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. inquisitor's mossy mindstar of persecution (2.5-2.75 power, 12 apr, mind damage)inquisitor's mossy mindstar of persecution (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn * disrupts spell-casting On weapon crit: * burns latent spell energy Damage against: +9% Unnatural When wielded/worn: Changes damage: +4% arcane Spell save: +4 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of storms (17-18.7 power, 40 apr, nature damage)living mindstar of storms (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of storms (15-16.5 power, 40 apr, mind damage)living mindstar of storms (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +18% lightning Changes resistances penetration: +14% lightning Changes damage: +19% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of frost (6-6.6 power, 18 apr, mind damage)nature's vined mindstar of frost (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +5% blight / +11% cold Changes resistances penetration: +11% cold Changes damage: +5% nature / +9% cold Disease immunity: +16% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. parasitic thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage)parasitic thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Physical save: +5 (+1 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +17.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Life leech chance: +16% Life leech: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Filthlace' (30-36 power, 6 apr, darkness element)dragonbone vilestaff 'Filthlace' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Changes resistances: +15% darkness / +14% temporal / +6% mind / +6% nature Changes resistances penetration: +15% nature Changes damage: +30% darkness / +9% nature Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.40 Spellpower: +31 (+5 eff.) Spell crit. chance: +20% Mental crit. chance: +2% Defense after a teleport: +29 Resist all after a teleport: +18% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of blasting (25-30 power, 5 apr, light element)elven-wood starstaff of blasting (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +21 (+4 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 63.40 - 76.08 light damage in a radius 5 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Bethibrewyn the voratun waraxe (40-56 power, 6 apr)Bethibrewyn the voratun waraxe (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +10% Damage (Melee): +59 insidious poison / +20 acid / +4 blight When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Str / +1 Wil / +1 Cun Changes resistances: +3% light Changes resistances penetration: +10% arcane Changes damage: +15% physical Blindness immunity: +20% Stun/Freeze immunity: +15% Stamina when hit: +2.10 Light radius: +1 Infravision radius: +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Bilebraid the stralite waraxe (31.5-44.1 power, 5 apr)Bilebraid the stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 12 nature Changes resistances: +6% temporal Life regen: +0.40 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Glowking (22.5-31.5 power, 4 apr)Glowking (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 mind When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% mind / +12% lightning Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Blindness immunity: +5% Silence immunity: +5% Pinning immunity: +5% Knockback immunity: +15% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling stralite waraxe of evisceration (32.5-45.5 power, 5 apr)chilling stralite waraxe of evisceration (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +25 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe of crippling (20-28 power, 4 apr)warbringer's dwarven-steel waraxe of crippling (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +17% One-handed war axes. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Godheta the elven-silk cloak (3 def, 0 armour)Godheta the elven-silk cloak (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Defense: +3 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +10% acid / +6% darkness / +28% fire / +10% lightning / +10% cold Critical mult.: +30.00% Stealth bonus: +14 Physical save: +12 (+2 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life 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. cashmere cloak 'Noonpiety' (2 def, 0 armour)cashmere cloak 'Noonpiety' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to inflict damage reduction * 15% chance to daze Changes stats: +3 Str / +3 Con Changes resistances: +9% light Changes resistances penetration: +25% light Changes damage: +12% light / +18% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +39.00 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. dreamer's woollen robe of Angolwen (0 def, 0 armour)dreamer's woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +16% mind / +16% darkness Physical save: +14 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +26 (+9 eff.) Silence immunity: +32% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of life (2 def, 0 armour)mindwoven cashmere robe of life (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% blight Mental save: +24 (+8 eff.) Life regen: +3.30 Maximum life: +73.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 / +13% physical / +14% cold / +14% fire Changes damage: +9% acid / +9% physical / +9% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Mental save: +21 (+7 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's woollen robe of life (0 def, 0 armour)tormentor's woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +11% blight Critical mult.: +14.00% Life regen: +3.30 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +56.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Galeknave (0 def, 4 armour)Galeknave (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Cun / +1 Mag Changes resistances: +18% mind / +3% lightning Changes resistances penetration: +10% mind Reduces incoming crit damage: 20.00% Physical save: +10 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+4 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. dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Physical save: +11 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
traveler's pair of voratun boots (0 def, 5 armour) traveler's pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Maximum encumbrance: +30 Physical save: +11 (+2 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. heroic rough leather gloves of war-making (0 def, 5 armour)heroic rough leather gloves of war-making (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Critical mult.: +7.00% Mental save: +7 (+2 eff.) Maximum life: +48.00 Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of archery (0 def, 1 armour)iron gauntlets of archery (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +1 Changes stats: +4 Cun / +4 Dex When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 203% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful drakeskin leather gloves of strength (+6) (0 def, 3 armour)restful drakeskin leather gloves of strength (+6) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Changes stats: +6 Str Life regen: +2.90 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+0 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 167.12 fire and 68.47 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm of knowledge (0 def, 4 armour)bladed dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Wil / +4 Cun Mindpower: +5 (+1 eff.) Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 258.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% 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. mindcaging dwarven-steel helm of trickery (0 def, 4 armour)mindcaging dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +19% mind Mental save: +22 (+7 eff.) Confusion immunity: +38% 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. mindcaging iron helm of fortune (0 def, 3 armour)mindcaging iron helm of fortune (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +5% Changes stats: +8 Lck Changes resistances: +13% mind Mental save: +14 (+5 eff.) Confusion immunity: +26% Spell crit. chance: +4% Mental crit. chance: +4% 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. fearforged steel mail armour of command (11 def, 11 armour)fearforged steel mail armour of command (11 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +11 (+0 eff.) Fatigue: +23% Changes stats: +3 Cun / +7 Con Changes resistances: +9% fire / -14% light / +9% darkness Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +23 (+8 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour (4 def, 8 armour)fortifying stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Maximum life: +86.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of clarity (4 def, 8 armour)radiant stralite mail armour of clarity (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +26% darkness / +9% mind Mental save: +22 (+7 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of natural resilience (3 def, 6 armour)cleansing hardened leather armour of natural resilience (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +32% nature / +30% blight Reduced damage from: +11% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued hardened leather armour of the deep (3 def, 10 armour)multi-hued hardened leather armour of the deep (3 def, 10 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes resistances: +21% acid / +10% fire / +21% cold / +10% lightning Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of natural resilience (3 def, 6 armour)rejuvenating hardened leather armour of natural resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +16% nature / +16% blight Reduced damage from: +11% Unnatural Life regen: +5.60 Stamina each turn: +1.10 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of lightning resistance (5 def, 8 armour)spiked drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes resistances: +24% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of natural resilience (1 def, 2 armour)spiked rough leather armour of natural resilience (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural A suit of armour made of leather. |
spiked iron plate armour of lightning resistance (3 def, 7 armour) spiked iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour 'Prismsorrow' (9 def, 26 armour)voratun plate armour 'Prismsorrow' (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +26 Defense: +9 (+0 eff.) Fatigue: +17% Changes resistances: +20% blight / +21% acid / +3% light / +26% nature Changes damage: +6% light Reduced damage from: +15% Unnatural Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) Spell save: +33 (+7 eff.) Stamina each turn: +0.40 Maximum stamina: +20.00 Healing mod.: +5% A suit of armour made of metal plates. |
voratun plate armour 'Shademarrow' (9 def, 23 armour) voratun plate armour 'Shademarrow' (9 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+0 eff.) Fatigue: +26% Changes stats: +2 Mag / +2 Wil Changes resistances: +25% acid / +27% cold / +10% mind / +9% darkness Allows you to breathe in: water Mental save: +16 (+5 eff.) Light radius: +2 See invisible: +3 A suit of armour made of metal plates. |
Skybile the voratun shield (12 def, 12 armour, 64-76.8 power, 318 block) Skybile the voratun shield (12 def, 12 armour, 64-76.8 power, 318 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +318 Damage (Melee): +21 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +12 Defense: +12 (+0 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 18 nature Changes stats: +6 Con Changes resistances: +20% blight / +18% nature / +31% lightning Changes resistances penetration: +10% lightning Talent granted: +5 Block Physical save: +10 (+2 eff.) Maximum life: +69.00 Handheld deflection devices. |
coruscating voratun shield of lightning resistance (+16%) (12 def, 3 armour, 67-80.4 power, 195 block) coruscating voratun shield of lightning resistance (+16%) (12 def, 3 armour, 67-80.4 power, 195 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +195 Damage (Melee): +15 fire When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Damage when hit (Melee): 11 fire Changes stats: +3 Str Changes resistances: +16% lightning / +15% fire Talent granted: +5 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9-10.8 power, 22.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of earthen fury (4 def, 9 armour, 10.5-12.6 power, 18 block)iron shield of earthen fury (4 def, 9 armour, 10.5-12.6 power, 18 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield (4 def, 7 armour, 10.5-12.6 power, 44.5 block) reinforced iron shield (4 def, 7 armour, 10.5-12.6 power, 44.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
arcing quiver of dragonbone arrows of amnesia (22/22, 53.5-74.9 power, 18 apr) arcing quiver of dragonbone arrows of amnesia (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 60% Wil, 42% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Ranged): +13 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows 'Umbraream' (18/18, 68.5-95.9 power, 18 apr)quiver of dragonbone arrows 'Umbraream' (18/18, 68.5-95.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.5 - 95.9 Uses stats: 60% Wil, 50% Mag, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 18 On weapon hit: * 40% chance to blind * 40% chance to disease * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +20 physical / +12 darkness / +4 light / +20 blight / +17 temporal Burst (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
72 alchemist agate 72 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [dĂșathedlen] (level 45, finger) demon seed [dĂșathedlen] (level 45, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [thaurhereg] (level 47, body) demon seed [thaurhereg] (level 47, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +96% Demon status: alive (15% life). The seed of a demon. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (15% life). The seed of a demon. |
dwarven-steel pickaxe (dig speed 32 turns) dwarven-steel pickaxe (dig speed 32 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emilaith the dwarven lantern Emilaith the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +14 (+0 eff.) Fatigue: -2% Damage when hit (Melee): 12 arcane Changes stats: +1 Dex Changes resistances: +15% blight / +11% light / +15% darkness Changes damage: +13% darkness Damage affinity(heal): +5% darkness Physical save: +22 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+5 eff.) Only die when reaching: -40.00 life Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +10 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 19 blight damage or heals 56 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.4 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 165.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 165.97 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. piercing alchemist's lamp of claritypiercing alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% all Mental save: +10 (+3 eff.) Light radius: +4 See stealth: +16 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 87 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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 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. |
This item will automatically be transmogrified when you leave the level. Bethadabeth (14/14, 17-20.4 power, 5 apr)Bethadabeth (14/14, 17-20.4 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stats: 30% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +4.0% Capacity: 14 Travel speed: +200% Damage (Ranged): +12 cold / +12 physical Burst (radius 2) on crit: +7 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of torment (19/19, 23-27.6 power, 2 apr)hateful pouch of steel shots of torment (19/19, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 30% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 On weapon hit: * 20% chance to torment the target Damage (Ranged): +26 darkness / +11 mind Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. quick steel torque of kinetic psionic shield [power 33] (14 cooldown)quick steel torque of kinetic psionic shield [power 33] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Timelord the Superhuman Hero level 50
19th Haze 122nd year of Ascendancy at 09:31 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Timelord the Superhuman Hero level 50
17th Haze 122nd year of Ascendancy at 00:57 see stats
Catch that Plumpkin! (Madness (Roguelike) difficulty)
Finish the Plumpkin event.By Timelord the Superhuman Hero level 44
32nd Dusk 122nd year of Ascendancy at 09:17 see stats
Don't mind the slimy smell (Madness (Roguelike) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Timelord the Superhuman Hero level 50
51st Haze 122nd year of Ascendancy at 11:45 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Timelord the Superhuman Hero level 50
15th Haze 122nd year of Ascendancy at 22:57 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Timelord the Superhuman Hero level 50
14th Haze 122nd year of Ascendancy at 21:49 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Timelord the Superhuman Hero level 50
70th Dusk 122nd year of Ascendancy at 01:13 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Timelord the Superhuman Hero level 40
3rd Dusk 122nd year of Ascendancy at 09:45 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Timelord the Superhuman Hero level 50
72nd Dusk 122nd year of Ascendancy at 07:26 see stats
Kickin' it old-school (Madness (Roguelike) difficulty)
Killed Urkis, the Tempest, causing him to drop the Rod of Recall.By Timelord the Superhuman Hero level 50
70th Dusk 122nd year of Ascendancy at 01:13 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Timelord the Superhuman Hero level 10
77th Pyre 122nd year of Ascendancy at 22:17 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Timelord the Superhuman Hero level 20
1st Dusk 122nd year of Ascendancy at 21:56 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Timelord the Superhuman Hero level 30
2nd Dusk 122nd year of Ascendancy at 05:00 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Timelord the Superhuman Hero level 40
3rd Dusk 122nd year of Ascendancy at 09:45 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Timelord the Superhuman Hero level 50
57th Dusk 122nd year of Ascendancy at 01:27 see stats
Mad slime dash (Madness (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Timelord the Superhuman Hero level 50
50th Haze 122nd year of Ascendancy at 05:56 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Timelord the Superhuman Hero level 50
23rd Haze 122nd year of Ascendancy at 03:59 see stats
Pest Control (Madness (Roguelike) difficulty)
Killed 1000 reproducing vermin.By Timelord the Superhuman Hero level 50
46th Haze 122nd year of Ascendancy at 23:33 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Timelord the Superhuman Hero level 50
8th Haze 122nd year of Ascendancy at 20:37 see stats
Sheer Badassery! (Madness (Roguelike) difficulty)
Demonstrate your epic badassness to at least 100 foes!By Timelord the Superhuman Hero level 50
46th Haze 122nd year of Ascendancy at 09:13 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Timelord the Superhuman Hero level 50
57th Dusk 122nd year of Ascendancy at 01:28 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Timelord the Superhuman Hero level 44
32nd Dusk 122nd year of Ascendancy at 09:14 see stats
Slime killer party (Madness (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Timelord the Superhuman Hero level 50
48th Haze 122nd year of Ascendancy at 22:20 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Timelord the Superhuman Hero level 50
47th Haze 122nd year of Ascendancy at 19:13 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Timelord the Superhuman Hero level 50
71st Dusk 122nd year of Ascendancy at 23:09 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Timelord the Superhuman Hero level 50
63rd Dusk 122nd year of Ascendancy at 22:13 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Timelord the Superhuman Hero level 39
2nd Dusk 122nd year of Ascendancy at 10:16 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Timelord the Superhuman Hero level 20
1st Dusk 122nd year of Ascendancy at 21:56 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Timelord the Superhuman Hero level 50
16th Haze 122nd year of Ascendancy at 21:08 see stats
Log
Layuth the brittle clear ooze has recovered!
Glariarin the brittle clear ooze shares damage with his oozes!
Timelord hits Brittle clear ooze for 110 fire damage.
Timelord hits Glariarin the brittle clear ooze for 15 fire damage.
Timelord hits Vorith the poison ooze for 12 fire damage.
Timelord hits Layuth the brittle clear ooze for 32 fire, 4 nature, 0 fire, 0 nature, 8 light, 4 fire, 8 light, 4 fire (60 total damage).
Timelord hits Liselaith the brittle clear ooze for 21 fire damage.
Timelord hits Brittle clear ooze for 110 fire damage.
Timelord hits Giant spider for 110 fire, 0 fire (110 total damage).
Timelord hits Brittle clear ooze for 110 fire damage.
Timelord hits Yvina the poison ooze for 40 fire damage.
Timelord hits Timelord for 8 healing, 2 healing, 3 healing, 3 healing, 3 healing, 3 healing, 3 healing, 4 healing, 4 healing, 6 healing, 2 healing, 2 healing, 22 healing, 22 healing, 22 healing, 22 healing (0 total damage) [132 healing].
Timelord hits Emeloma the poison ooze for 12 fire, 20 fire (32 total damage).
Layewe the slimy ooze hits Timelord for (139 to psi shield), (119 turned into osmosis), 119 acid (119 total damage).
Elovena the slimy ooze rushes out!
Timelord's Demon Seed has been disrupted by anti-magic forces!
PAI_STATE_FIGHT
Timelord's Inner Demon uses Shield Slam.
Timelord's Inner Demon performs a melee critical strike against Timelord!
Timelord shrugs off the effect 'Curse of Impotence'!
Timelord's Inner Demon's spell attains critical power!
Timelord's Inner Demon fiery attack invokes a cleansing flame!
Timelord's Inner Demon performs a melee critical strike against Timelord!
Timelord's Inner Demon's spell attains critical power!
Timelord's Inner Demon performs a melee critical strike against Timelord!
Bethuwyn the brittle clear ooze splits in two!
Shadow casts Fade.
Shadow fades!
Timelord is no longer being stalked by Elilera the poison ooze.
Saving game...
