Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Infinite500 v3.0a: Revised high level play for ToME 1.5.0Version 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. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventuring Party 1.5.0Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 90 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 203 (base 100) |
| Dexterity | 157 (base 100) |
| Constitution | 152 (base 100) |
| Magic | 175 (base 100) |
| Willpower | 163 (base 100) |
| Cunning | 168 (base 100) |
Resources
| Life | 3670/3718 |
| Mana | 1018/1093 |
| Stamina | 722/759 |
| Equilibrium | 0 |
| Healing Factor | 1.9414906832298 |
| Regeneration | 477.46314760108 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +57.305315781317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 16 |
| Lite | 0 |
| Infravision | 16 |
| See Stealth | 120.31214077572 |
| See Invisible | 120.31214077572 |
Offense: Mainhand
| Damage | 762 |
| Accuracy | 106 |
| Crit Chance | 134% |
| APR | 41 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 100 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Mind
| Mindpower | 83 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 172.57097271944 (100%) |
| Defense | 45 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 93 |
| Spell Save | 124 |
| Mental Save | 73 |
Defense: Resistances
| All | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 23% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 78% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 450 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1181 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2096% for 10 turns and instantly restoring 104 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1064% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 938 damage for 8 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Spell / Air | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Spell / Enhancement | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Superiority | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Magical combat | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Two-handed assault | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Spell / Earth | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Dual techniques | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Spell / Fire | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Shield offense | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Cunning / Dirty fighting | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Spell / Stone | 1.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Combat veteran | 1.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
| Race / Higher | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Adventure / Partner | 1.00 |
| 1/15 |
| 1/30 |
| 1/3 |
| 1/2 |
| 1/2 |
| 0/2 |
| Spell / Aegis | 1.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Cunning / Survival | 1.20 |
| 9/5 |
| 9/5 |
| 7/5 |
| 9/5 |
| Technique / Combat training | 1.10 |
| 9/5 |
| 9/5 |
| 6/5 |
| 9/5 |
| 9/5 |
| 6/5 |
| Spell / Conveyance | 1.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Onslaught |
| talent | Shock Hands |
| talent | Precise Strikes |
| talent | Shielding |
| talent | Shattering Impact |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 228.08 life per turn. Regeneration |
Quests
Equipment
| On feet | pair of drakeskin leather boots 'Magmamoon' (0 def, 15 armour) pair of drakeskin leather boots 'Magmamoon' (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +10 Mag / +6 Wil / +6 Con Changes resistances: +6% arcane / +6% fire Changes resistances penetration: +25% fire / +9% physical Changes damage: +10% acid / +12% fire / +9% blight Disease immunity: +50% Spellpower: +9 (+2 eff.) Mindpower: +7 (+1 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | dwarven lantern 'Sepsis's kiss' dwarven lantern 'Sepsis's kiss'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind / 12 nature Changes resistances penetration: +25% nature / +10% mind Changes damage: +12% darkness / +24% mind Physical save: +15 (+3 eff.) Light radius: +4 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | masterforged voratun helm (7 def, 24.5 armour) =Water Breathing= masterforged voratun helm (7 def, 24.5 armour) =Water Breathing=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +24 Defense: +7 (+3 eff.) Fatigue: +5% Effects on melee hit: * 26% chance to disease * 40% chance to corrode armour by 30% Damage when hit (Melee): 24 acid / 20 blight Changes resistances: +11% temporal / +11% darkness / +24% blight / +25% cold / +11% nature Changes resistances penetration: +30% lightning / +33% acid Changes damage: +6% blight Talent mastery: +0.10 Cunning / Survival Talent granted: +2 Track Allows you to breathe in: water Mental save: +47 (+11 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +99.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun pickaxe 'Poruthra' (dig speed 22 turns) voratun pickaxe 'Poruthra' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Fatigue: -10% Changes stats: +14 Str / +4 Dex Changes resistances: +18% light / +4% physical / +10% arcane / +21% cold Changes resistances penetration: +25% arcane Changes damage: +12% arcane Spell save: +60 (+9 eff.) Pinning immunity: +25% Maximum life: +50.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Poluremina the voratun ring Poluremina the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Str / +5 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +9% mind Reduces incoming crit damage: 17.00% Spell save: +20 (+3 eff.) Maximum stamina: +31.00 Rings can have magical properties. |
| On fingers | sneakthief's voratun ring of misery sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +18 Cun / +9 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| Around waist | skylord's drakeskin leather belt of resilience skylord's drakeskin leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +12 Str / +11 Dex / +5 Mag / +11 Wil / +12 Cun / +5 Con Physical save: +20 (+4 eff.) Spell save: +20 (+3 eff.) Mental save: +18 (+5 eff.) Maximum life: +61.00 A belt that goes around your waist. |
| In main hand | reforged Glimmerbrawn (153.7-245.92 power, 20 apr) reforged Glimmerbrawn (153.7-245.92 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 153.7 - 245.9 Uses stat: 163% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +42 Armour Penetration: +20 Crit. chance: +13.0% Attack speed: 119% When this weapon hits: Greater Weapon Focus (10% chance level 3). On weapon hit: * 28% chance to inflict 15% damage reduction * 71% chance to disease * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +98 temporal / +98 cold / +98 physical Burst (radius 2) on crit: +12 light When wielded/worn: Armour penetration: +21 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes resistances: +15% blight Changes resistances penetration: +21% physical Changes damage: +46% lightning / +9% temporal / +46% acid / +21% physical Talent granted: +5 Acidic Spray Massive two-handed swords. |
| On hands | Deligorain the Shockspawner (0 def, 3 armour) Deligorain the Shockspawner (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 19 arcane / 20 temporal / 40 mind / 40 darkness Damage (Ranged): 17 temporal Damage when hit (Melee): 8 fire Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane / +15% temporal Changes resistances penetration: +25% lightning / +5% fire Changes damage: +12% arcane / +11% temporal Mental save: -5 (-1 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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. |
| Main armor | reforged The Black Plate (16.5 def, 67 armour) reforged The Black Plate (16.5 def, 67 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +67 Defense: +16 (+6 eff.) Fatigue: +15% Changes stats: +5 Str / +5 Dex / +5 Mag / +11 Wil / +9 Cun / +8 Con Changes resistances: +15% acid / +11% temporal / +20% darkness / +15% blight / +36% fire / +11% light / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Talent cooldown: Evasion (-2 turns) Talent granted: +4 Rush Physical save: +61 (+12 eff.) Spell save: +25 (+4 eff.) Cut immunity: +23% Confusion immunity: +100% Pinning immunity: +23% Stun/Freeze immunity: +23% Fear immunity: +100% Life regen: +4.50 Maximum life: +336.00 Light radius: -2 Infravision radius: +3 Shadow Power: +10 Activating this item is instant. It can be used to activate talent Link of Pain (costing 7 power out of 15/15) : Effective talent level: 3.6 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. A suit of armour made of metal plates. |
| Cloak | spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour) spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Mag / +4 Wil / +3 Con Spell save: +11 (+2 eff.) Maximum mana: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hanaragar HanaragarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Life regen: +1.30 Stamina each turn: +1.50 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 399) healing infusion of the duelist (heal 399)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 399 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 433) healing infusion of the sneak (heal 433)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 433 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 442) healing infusion of the sneak (heal 442)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 442 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 509) healing infusion of the warrior (heal 509)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 509 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (427% speed; 6 turns) movement infusion (427% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (827% speed; 5 turns) movement infusion of the titan (827% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 827% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (915% speed; 6 turns) movement infusion of the titan (915% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 915% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (967% speed; 7 turns) movement infusion of the titan (967% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 967% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 874 over 5 turns) regeneration infusion of the psychic (heal 874 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 874 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 757 over 5 turns) regeneration infusion of the psychic (heal 757 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 757 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 895 over 5 turns) regeneration infusion of the warrior (heal 895 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 895 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 767 over 5 turns) regeneration infusion of the wizard (heal 767 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 767 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 18) controlled phase door rune of the psychic (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 15) controlled phase door rune of the psychic (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 18) controlled phase door rune of the warrior (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (678 fire damage) heat beam rune of the duelist (678 fire damage)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: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 678.41 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (879 lightning damage) lightning rune of the psychic (879 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 293.11 to 879.32 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (1096 lightning damage) lightning rune of the warrior (1096 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 365.62 to 1096.87 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1350% regen over 10 turns; 67 instant mana) manasurge rune of the wizard (1350% regen over 10 turns; 67 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1350% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1383% regen over 10 turns; 69 instant mana) manasurge rune of the wizard (1383% regen over 10 turns; 69 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1383% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 813 for 6 turns) shielding rune of the sneak (absorb 813 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: 14 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 813 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 849 for 4 turns) shielding rune of the titan (absorb 849 for 4 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: 15 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 849 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 751 for 5 turns) shielding rune of the wizard (absorb 751 for 5 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: 15 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 751 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 750 for 6 turns) shielding rune of the wizard (absorb 750 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: 15 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 750 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Abysskiss AbysskissPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +6 Wil / +6 Mag Changes damage: +12% fire Mental save: +9 (+3 eff.) Equilibrium when hit: +0.20 Maximum hate: +10.00 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Fulyruigamas FulyruigamasCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 acid / 8 blight Changes stats: +6 Dex / +6 Cun / +8 Con Changes resistances: +9% blight Changes resistances penetration: +25% blight / +15% acid Changes damage: +15% blight Life regen: +0.90 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Gelera GeleraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to disease Changes stats: +5 Dex / +3 Cun / +4 Con Changes resistances: +19% temporal Changes resistances penetration: +10% temporal Talent mastery: +0.15 Technique / Forgeknight combat expertise Pinning immunity: +20% Knockback immunity: +20% Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Glona GlonaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Lck / +7 Con Changes resistances penetration: +10% temporal Changes damage: +6% temporal Physical save: +6 (+2 eff.) Life regen: +1.10 Maximum life: +31.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Gorewalker the stralite amulet Gorewalker the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex / +3 Wil Changes resistances penetration: +10% nature / +25% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +39 (+9 eff.) Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +4% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 13 power out of 30/30) : Effective talent level: 4.0 Power cost: 13 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
copper amulet 'Xeldama' copper amulet 'Xeldama'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Wil Changes resistances: +11% lightning Changes damage: +15% mind Stun/Freeze immunity: +22% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
stralite amulet 'Baruran' stralite amulet 'Baruran'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 mind Changes stats: +13 Dex / +3 Mag / +3 Wil / +8 Cun / +9 Con Changes damage: +15% mind Reduces incoming crit damage: 15.00% Life regen: +1.10 Stamina each turn: +1.10 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of vision wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +6 Con Blindness immunity: +27% Life regen: +1.10 Stamina each turn: +1.10 Infravision radius: +10 Sight radius: +2 See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
Cracklepride CrackleprideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +9 Dex Changes resistances: +27% lightning Changes resistances penetration: +10% mind Changes damage: +6% lightning Grants telepathy: Dragon Rings can have magical properties. |
Gilenne the steel ring Gilenne the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes resistances: +6% lightning / +9% nature / +6% darkness Changes resistances penetration: +20% mind Mental save: +6 (+2 eff.) Disarm immunity: +15% Knockback immunity: +10% Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Gylach the voratun ring Gylach the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Changes stats: +3 Str / +5 Con Changes resistances: +36% acid Changes damage: +18% acid / +24% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 20.00% Equilibrium when hit: +0.08 See invisible: +9 Rings can have magical properties. |
Eilinokira (58.5-87.75 power, 4 apr) Eilinokira (58.5-87.75 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 20 arcane resource burn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +35 mind When wielded/worn: Physical crit. chance: +21.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Wil / +7 Cun / +5 Con Changes resistances: +9% darkness Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +15% Knockback immunity: +25% Only die when reaching: -80.00 life Infravision radius: +5 Massive two-handed battleaxes. |
reforged Ce'Nuta the Gleampain (133.4-200.1 power, 16 apr) reforged Ce'Nuta the Gleampain (133.4-200.1 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 133.4 - 200.1 Uses stat: 157% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Crit. chance: +14.0% Attack speed: 114% When this weapon hits: Blinding Spores (15% chance level 3). On weapon hit: * 53% chance to blind * 25% chance to put talents on cooldown Damage (Melee): +75 lightning / +16 light / +75 blight / +75 arcane When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Physical crit. chance: +19.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% lightning Changes resistances penetration: +17% physical Changes damage: +45% lightning / +6% temporal / +9% light / +36% blight Talent granted: +4 Slime Spit Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
masterforged hateful voratun greatsword of massacre (144.2-230.72 power, 16 apr) masterforged hateful voratun greatsword of massacre (144.2-230.72 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 144.2 - 230.7 Uses stat: 145% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Chain Lightning (10% chance level 3). Damage (Melee): +65 blight / +65 fire / +27 darkness / +65 arcane Damage against: +21% Living When wielded/worn: Changes damage: +32% light / +32% mind Talent granted: +4 Acidic Spray Massive two-handed swords. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
mighty dragonbone longbow of dexterity (+6) mighty dragonbone longbow of dexterity (+6)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +8 Dex Changes resistances penetration: +32% physical Longbows are used to shoot arrows at your foes. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 5 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 89.85 to 269.55 lightning damage (based on Magic and Dexterity), costing 5 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Poxstrider the rough leather belt Poxstrider the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +12% nature / +6% acid Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
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. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +10 Dex / +8 Mag / +5 Wil / +9 Cun / +5 Con / +7 Lck Trap disarming bonus: +11 Stealth bonus: +6 Mana each turn: +0.15 Maximum mana: +27.00 Infravision radius: +4 A belt that goes around your waist. |
murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Hettetorak the pair of voratun boots (0 def, 17 armour) Hettetorak the pair of voratun boots (0 def, 17 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +4% Damage when hit (Melee): 8 acid Changes stats: +10 Str / +9 Con Changes resistances: +6% darkness Changes damage: +10% physical Physical save: +3 (+1 eff.) Confusion immunity: +15% Knockback immunity: +5% Spellpower: +4 (+1 eff.) Infravision radius: +3 See invisible: +12 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Koralagen the pair of dwarven-steel boots (4 def, 21 armour) Koralagen the pair of dwarven-steel boots (4 def, 21 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +21 Defense: +4 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 arcane Changes resistances: +10% acid / +3% light / +8% fire / +9% cold / +10% lightning Reduces incoming crit damage: 5.00% Poison immunity: +15% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Cun / +6 Con Physical save: +18 (+4 eff.) Mental save: +14 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 11 cooldown : Effective talent level: 2.2 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Heatbolt the voratun gauntlets (0 def, 3 armour) Heatbolt the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +3 Changes stats: +6 Str / +6 Dex / +2 Cun / +8 Con Changes resistances: +9% cold / +9% arcane / +3% temporal Changes resistances penetration: +10% mind Changes damage: +9% mind / +15% fire Reduces incoming crit damage: 20.00% Physical save: +30 (+6 eff.) Spell save: +10 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +48% Life regen: +5.50 Stamina each turn: +1.20 Psi each turn: +0.40 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 13 cooldown : Effective talent level: 2.4 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 23% and provides a 12% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 10 power out of 24/24) : Effective talent level: 2.0 Power cost: 10 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 570.23 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Beurolin the rough leather cap (3 def, 1 armour) Beurolin the rough leather cap (3 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 4 arcane Changes resistances: +5% lightning / +6% temporal / +1% physical Life regen: +0.60 Healing mod.: +10% A cap made of leather. |
Bindur the iron helm (0 def, 3 armour) Bindur the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +3 Str / +2 Dex / +1 Wil / +1 Cun Equilibrium when hit: +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dagikalthozor (0 def, 5 armour) Dagikalthozor (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 temporal Changes stats: +7 Cun / +19 Wil Changes resistances: +29% blight / +14% temporal / +10% lightning Changes damage: +3% acid / +6% temporal Mental save: +26 (+7 eff.) A cap made of leather. |
Hetturain the Duathelkin (0 def, 5 armour) Hetturain the Duathelkin (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 31% chance to corrode armour by 30% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +9 Dex / +9 Wil Changes resistances: +24% acid / +14% blight / +15% fire / +6% cold / +13% lightning Changes damage: +6% darkness / +6% acid Mental save: +11 (+3 eff.) A cap made of leather. |
Poxstreak the voratun helm (0 def, 11 armour) Poxstreak the voratun helm (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: -7% Effects on melee hit: * Slows global speed by 55% Changes stats: +8 Str / +11 Dex / +5 Wil / +4 Cun Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +15% blight Critical mult.: +10.00% Mindpower: +6 (+1 eff.) Infravision radius: +4 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Stormknight the drakeskin leather cap (0 def, 5 armour) Stormknight the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +17 Dex Changes resistances: +27% lightning Physical save: +30 (+6 eff.) Life regen: +1.00 A cap made of leather. |
Yvalle (0 def, 5 armour) Yvalle (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 12 physical Changes stats: +14 Str / +5 Dex / +7 Wil / +5 Cun / +4 Con Changes resistances: +15% physical / -20% light / +20% darkness Changes damage: +6% physical Physical save: +21 (+5 eff.) Life regen: +8.60 Maximum stamina: +10.00 A cap made of leather. |
masterforged voratun helm (7 def, 25.5 armour) masterforged voratun helm (7 def, 25.5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +25 Defense: +7 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +15 Lck / +5 Str Changes resistances: +13% physical / +13% nature / +13% temporal Talent mastery: +0.10 Cunning / Dirty fighting Talent granted: +4 Phase Door Mental save: +53 (+12 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.80 Maximum stamina: +114.00 Spell crit. chance: +6% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Steel Helm of Garkul (4 def, 17.5 armour) reforged Steel Helm of Garkul (4 def, 17.5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +10 Str / +5 Dex / +5 Mag / +9 Wil / +5 Cun / +10 Con Changes resistances: +11% lightning / +11% physical Changes damage: +10% physical Talent masteries: +0.10 Technique / Field control +0.20 Technique / Thuggery Talent granted: +1 Perfect Strike Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +45 (+11 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +72.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 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. |
Blazesteel (18/44, 70.5-98.7 power, 37 apr) Blazesteel (18/44, 70.5-98.7 power, 37 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 70.5 - 98.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +37 Crit. chance: +11.5% Capacity: 44 Turns elapse between self-loadings: -6 On weapon hit: * 20% chance to daze at end of turn Travel speed: +200% Burst (radius 1) on hit: +8 arcane / +8 temporal Arrows are used with bows to pierce your foes to death. |
Stokespawn (23/23, 54-75.6 power, 18 apr) Stokespawn (23/23, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +21.0% Capacity: 23 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 10% chance to create an air burst * 20% chance to torment the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +29 darkness / +29 mind Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
self-loading quiver of dragonbone arrows of daylight (20/20, 53.5-74.9 power, 18 apr) self-loading quiver of dragonbone arrows of daylight (20/20, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 4 Damage (Ranged): +14 light Damage against: +33% Undead Arrows are used with bows to pierce your foes to death. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 13 power out of 30/30) : Effective talent level: 4.8 Power cost: 13 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 504.81 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 33 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Belorith BelorithInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Grants telepathy: Dragon Maximum life: +41.00 Light radius: +2 Infravision radius: +1 See invisible: +9 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. |
alchemist's lamp 'Hathyregobar' alchemist's lamp 'Hathyregobar'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +6 Changes stats: +5 Dex / +5 Wil / +3 Con Changes resistances penetration: +25% physical Changes damage: +8% mind / +9% physical Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 873.90 fire damage (based on Magic), costing 21 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Adema [power 2] (5 cooldown) Adema [power 2] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +1 Wil / +2 Mag Changes resistances: +9% acid / +3% cold Maximum wards: +2 acid / +3 nature / +3 light Talent cooldown: Lay Web (-1 turn) Talents granted: +1 Ward +3 Lay Web It can be used to remove up to 2 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
Bregechak the Lustrepiercer [power 2] (5 cooldown) Bregechak the Lustrepiercer [power 2] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +9% light Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +2 Lay Web +1 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Mardakalthorin the yew totem of healing [power 162] (9 cooldown) Mardakalthorin the yew totem of healing [power 162] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical Changes resistances: +9% nature / +9% lightning Changes resistances penetration: +10% arcane Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Mental save: +18 (+5 eff.) Confusion immunity: +10% It can be used to heal a target within range 11 (based on Willpower) for 162, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Two deactivates Inner Power.
Two deactivates Arcane Shield.
Two deactivates Feather Wind.
Two deactivates Precise Strikes.
Two deactivates Arcane Combat.
Two deactivates Thunderstorm.
The furious lightning storm around Two calms down and disappears.
Two deactivates Shattering Impact.
Two deactivates Shielding.
Two deactivates Shock Hands.
Two deactivates Fiery Hands.
Two deactivates Stone Skin.
One deactivates Arcane Shield.
One deactivates Premonition.
One deactivates Precise Strikes.
One deactivates Stone Skin.
One deactivates Fiery Hands.
One deactivates Onslaught.
One deactivates Shock Hands.
One deactivates Chant of Fortitude.
One deactivates Feather Wind.
One deactivates Shattering Impact.
One deactivates Thunderstorm.
The furious lightning storm around One calms down and disappears.
One deactivates Inner Power.
One deactivates Shielding.
One deactivates Arcane Combat.
One stops regenerating health quickly.
One deactivates Arcane Feed.
One deactivates Crystalline Focus.
