Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): 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 1.5.3Donators/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 | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 1668% |
| Size | medium |
| Lifes / Deaths | Killed by Zippy's Inner Demon at level 34 on the 42nd Dearth 122nd year of Ascendancy at 06:55 6 / 1 |
Primary Stats
| Strength | 182 (base 60) |
| Dexterity | 170 (base 60) |
| Constitution | 178 (base 60) |
| Magic | 118 (base 62) |
| Willpower | 104 (base 63) |
| Cunning | 158 (base 63) |
Resources
| Mana | 739/739 |
| Psi_feedback | 0/150 |
| Life | 2025/2025 |
| Paradox | 300 |
| Equilibrium | 55 |
| Vim | 327/327 |
| Positive | 0/197 |
| Stamina | 565/565 |
| Psi | 521/521 |
| Healing Factor | 2.5 |
| Regeneration | 623.92105504305 |
Speed
| Mental | +11.38129468067% |
| Attack | +11.38129468067% |
| Movement | +115% |
| Spell | 0% |
| Global | +139.10526315789% |
Vision
| Sight | 10 |
| Lite | 22 |
| Infravision | 20.294963763129 |
| See Stealth | 116.84567274586 |
| See Invisible | 134.84567274586 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
| Damage | 350 |
| Accuracy | 110 |
| Crit Chance | 116% |
| APR | 56 |
| Speed | 0.79 |
Offense: Offhand
| Damage | 260 |
| Accuracy | 110 |
| Crit Chance | 120% |
| APR | 56 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 71% |
| Speed | 0.89781682181644 |
Offense: Damage Bonus
| All | +9% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 174.68917289892 (100%) |
| Defense | 63 |
| Ranged Defense | 65 |
| Fatigue | 0.5 |
| Physical Save | 109.04 |
| Spell Save | 90.32 |
| Mental Save | 95 |
Defense: Resistances
| All | + 19%( 77%) |
Defense: Immunities
| Stun Resistance | 51% |
| Confusion Resistance | 100% |
| Fear Resistance | 24% |
| Poison Resistance | 85% |
| Blind Resistance | 100% |
| Disarm Resistance | 30% |
| Bleed Resistance | 93% |
| Teleport Resistance | 15% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 679 damage for 6 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 52%, your defense is increased by 52 and all your resistances by 52%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1094% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 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 2269% for 10 turns and instantly restoring 113 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1063 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Deeprock | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Tactical | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 7/50 |
| 4/50 |
| 2/3 |
| 1/2 |
| 1/2 |
| 0/2 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Forger's endurance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 7/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Wild Growth |
| talent | Lucid Dreamer |
| talent | Mitosis |
| talent | Weapon Folding |
| talent | Inner Power |
| talent | Augmentation |
| talent | Crystalline Focus |
| talent | Lacerating Strikes |
| talent | Elemental Harmony |
| talent | Charged Shield |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
| beneficial effect | A flow of life spins around the target, regenerating 212.76 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 78% chance to deflect up to 104 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you learnt talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you learnt talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you learnt talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you learnt talent Precognition (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3033. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed black mamba head. * You've found the needed wretchling eyeball. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged Champion's Will (143.4-229.44 power, 34 apr) reforged Champion's Will (143.4-229.44 power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 143.4 - 229.4 Uses stats: 133% Wil, 38% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +34 Crit. chance: +18.0% Attack speed: 114% When this weapon hits: Silence (10% chance level 3). Damage (Melee): +71 lightning / +71 light / +71 blight When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Changes damage: +35% nature / +35% mind Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Massive two-handed swords. |
| Quiver | 2129 alchemist agate 2129 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. |
| On hands | stone warden's voratun gauntlets of archery (0 def, 22 armour) stone warden's voratun gauntlets of archery (0 def, 22 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +22 Armour Hardiness: +15% Changes stats: +8 Dex / +9 Cun / +15 Con Changes resistances: +12% physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | DarkestBeforeTheDawn DarkestBeforeTheDawnInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 15% chance to blind * 10% chance to disease Damage when hit (Melee): 4 acid / 8 blight Changes resistances: +9% light Changes resistances penetration: +15% acid / +15% all Changes damage: +15% light Physical save: +13 (+1 eff.) Blindness immunity: +47% Confusion immunity: +27% Maximum life: +80.00 Light radius: +12 See stealth: +24 See invisible: +25 Healing mod.: +28% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 67 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | reforged Loredan (6 def, 38 armour) =Petrified Wood +25 Con= reforged Loredan (6 def, 38 armour) =Petrified Wood +25 Con=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +7 (+1 eff.) Armour: +38 Defense: +6 (+1 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +5 Str / +9 Dex / +5 Wil / +25 Con Changes resistances: +15% physical / +22% darkness / +12% blight / +22% cold / +25% nature / +4% all Talent mastery: +0.10 Technique / Conditioning Talent granted: +2 Perfect Strike Reduces incoming crit damage: 23.00% Physical save: +18 (+2 eff.) Mental save: +48 (+9 eff.) Blindness immunity: +24% Confusion immunity: +24% Fear immunity: +24% Life regen: +0.40 Stamina each turn: +1.62 Maximum stamina: +103.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Chargebreaker the pair of dwarven-steel boots (0 def, 4 armour) Chargebreaker the pair of dwarven-steel boots (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: -5% Effects on melee hit: * 34% chance to daze at end of turn Changes stats: +7 Str / +4 Dex / +3 Mag / +5 Cun / +10 Con Maximum encumbrance: +38 Physical save: +11 (+0 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | voratun pickaxe 'Cyrygatira' (dig speed 7 turns) voratun pickaxe 'Cyrygatira' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Str / +3 Mag / +6 Cun Changes resistances: +12% acid / +9% fire / +9% darkness Changes resistances penetration: +10% blight Physical save: +13 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +14 (+3 eff.) Poison immunity: +15% Teleport immunity: +15% Maximum life: +70.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'Nenn the Glimmerfear Ce'Nenn the GlimmerfearPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 mind Changes stats: +9 Str / +8 Mag / +8 Wil / +10 Con Changes resistances: +3% light / +9% acid Changes resistances penetration: +10% light Changes damage: +15% acid / +9% light / +9% mind Mental save: +14 (+3 eff.) Confusion immunity: +50% Spellpower: +13 (+2 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | Draco DracoInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+5 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 12 acid Changes stats: +16 Cun / +10 Dex Changes resistances: +6% acid / +40% fire / +9% light Changes damage: +20% fire Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +3 See invisible: +3 Movement speed: +25% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 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 neck | Lucky Bstard Lucky BstardInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +8 Defense: +32 (+8 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 30% * 10% chance to disease Damage when hit (Melee): 8 darkness / 20 blight Changes stats: +9 Dex / +10 Cun / +9 Con / +20 Lck Changes resistances: +30% mind Changes resistances cap: +7% all Changes resistances penetration: +5% blight Changes damage: +6% nature / +15% darkness Physical save: +27 (+3 eff.) Confusion immunity: +47% Life regen: +1.50 Stamina each turn: +1.30 Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
| In main hand | reforged Thunderfall (93.5-130.9 power, 18 apr) reforged Thunderfall (93.5-130.9 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 93.5 - 130.9 Uses stat: 136% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 3). Damage (Melee): +51 lightning / +51 physical / +51 acid Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Changes damage: +25% darkness / +25% cold Talent granted: +3 Bone Grab Blunt and deadly. |
| Around waist | Strikeoozer Strikeoozer Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +7 Str / +4 Dex / +4 Wil / +10 Con Changes resistances penetration: +30% lightning Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Reduces incoming crit damage: 20.00% Physical save: +11 (+0 eff.) Spellpower: +16 (+3 eff.) Mindpower: +11 (+3 eff.) Light radius: +4 Infravision radius: +7 See invisible: +14 Healing mod.: +50% A belt that goes around your waist. |
| In off hand | reforged voratun waraxe 'Sparkhash' (77-107.8 power, 18 apr) reforged voratun waraxe 'Sparkhash' (77-107.8 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 77.0 - 107.8 Uses stat: 134% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Silence (10% chance level 2). On weapon hit: * 26% chance to daze at end of turn * 20% chance to torment the target Damage (Melee): +69 temporal / +54 darkness / +54 cold / +16 nature Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 4 acid Changes stats: +4 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +6% acid Changes resistances penetration: +12% lightning / +13% mind / +13% darkness Changes damage: +6% acid / +26% physical / +26% darkness Talent granted: +1 Flameshock One-handed war axes. |
| Cloak | Strikepain (2 def, 0 armour) Strikepain (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to daze at end of turn Changes stats: +3 Str / +4 Dex / +4 Wil / +5 Cun / +4 Con Changes resistances: +9% cold / +18% darkness / +3% light Changes resistances penetration: +13% darkness Changes damage: +14% darkness Talent mastery: +0.30 Technique / Combat training Stealth bonus: +14 Spell save: -17 (-2 eff.) Stamina each turn: +0.90 Mana each turn: -0.24 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Hettyyon (13.5 def, 42.5 armour) reforged Hettyyon (13.5 def, 42.5 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +13 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 mind / 20 physical Changes stats: +12 Str / +5 Dex / +5 Mag / +5 Wil / +7 Cun / +12 Con Changes resistances: +11% cold / +11% physical / +11% temporal Talents granted: +1 Power Catalyst: Mind +3 Nature's Touch Physical save: +38 (+4 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +8.50 Equilibrium when hit: +0.16 Psi when hit: +0.16 Maximum life: +449.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Healing mod.: +30% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+29 for 10 turns, die at -1123) heroism infusion of the duelist (+29 for 10 turns, die at -1123)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 10 turns. While Heroism is active, you will only die when reaching -1123 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+29 for 12 turns, die at -1199) heroism infusion of the duelist (+29 for 12 turns, die at -1199)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 12 turns. While Heroism is active, you will only die when reaching -1199 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+30 for 12 turns, die at -1340) heroism infusion of the sneak (+30 for 12 turns, die at -1340)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 12 turns. While Heroism is active, you will only die when reaching -1340 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+28 for 7 turns, die at -958) heroism infusion of the sneak (+28 for 7 turns, die at -958)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 7 turns. While Heroism is active, you will only die when reaching -958 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+30 for 12 turns, die at -1234) heroism infusion of the sneak (+30 for 12 turns, die at -1234)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 12 turns. While Heroism is active, you will only die when reaching -1234 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+32 for 13 turns, die at -1231) heroism infusion of the titan (+32 for 13 turns, die at -1231)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 13 turns. While Heroism is active, you will only die when reaching -1231 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+30 for 11 turns, die at -1222) heroism infusion of the titan (+30 for 11 turns, die at -1222)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 11 turns. While Heroism is active, you will only die when reaching -1222 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+31 for 10 turns, die at -1112) heroism infusion of the warrior (+31 for 10 turns, die at -1112)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 10 turns. While Heroism is active, you will only die when reaching -1112 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 of the titan (891% speed; 7 turns) movement infusion of the titan (891% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 891% 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 duelist (heal 936 over 5 turns) regeneration infusion of the duelist (heal 936 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 936 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 960 over 5 turns) regeneration infusion of the warrior (heal 960 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 960 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. |
Rune of the Rift (566.00 temporal damage, removed from time 4 turns) Rune of the Rift (566.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 616.94 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 17) controlled phase door rune of the sneak (range 17)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 17. 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. |
controlled phase door rune of the warrior (range 19) controlled phase door rune of the warrior (range 19)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 19. 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. |
controlled phase door rune of the wizard (range 15) controlled phase door rune of the wizard (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: 12 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 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. |
lightning rune of the duelist (583 lightning damage) lightning rune of the duelist (583 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 194.48 to 583.43 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 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 sneak (599 lightning damage) lightning rune of the sneak (599 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 199.85 to 599.55 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 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. |
lightning rune of the titan (599 lightning damage) lightning rune of the titan (599 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: 4 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 199.85 to 599.55 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 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. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 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: 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 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1059% regen over 10 turns; 52 instant mana) manasurge rune of the psychic (1059% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1059% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 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. |
manasurge rune of the titan (2136% regen over 10 turns; 106 instant mana) manasurge rune of the titan (2136% regen over 10 turns; 106 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2136% for 10 turns and instantly restoring 106 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 psychic (absorb 683 for 6 turns) shielding rune of the psychic (absorb 683 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 683 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 689 for 5 turns) shielding rune of the sneak (absorb 689 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 689 damage for 5 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 warrior (absorb 718 for 6 turns) shielding rune of the warrior (absorb 718 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 718 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 756 for 7 turns) shielding rune of the warrior (absorb 756 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 756 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 631 for 5 turns) shielding rune of the wizard (absorb 631 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 631 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bebers the voratun amulet Bebers the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +4 Wil Changes resistances: +12% temporal / +9% light / +16% fire / +3% mind / +21% cold Mental save: +10 (+2 eff.) Confusion immunity: +25% Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emogara EmogaraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +2 Damage when hit (Melee): 16 arcane Changes stats: +2 Str Changes damage: +14% blight / +15% fire Talent masteries: +0.40 Wild-gift / Summoning (distance) +0.40 Wild-gift / Storm drake aspect Critical mult.: +26.00% Maximum stamina: +15.00 Spellpower: +13 (+2 eff.) Amulets can have magical properties. |
Eremilakalthokan the Airspire Eremilakalthokan the AirspireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 4 mind / 4 lightning Changes stats: +4 Cun / +6 Wil Changes resistances: +30% light / +30% darkness Changes resistances cap: +7% all Critical mult.: +5.00% Physical save: +27 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +49% Confusion immunity: +25% Mindpower: +18 (+4 eff.) Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Malorion the Tempestshear Malorion the TempestshearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +8 Changes stats: +3 Str / +6 Con Changes resistances penetration: +15% lightning / +15% physical Physical save: +20 (+2 eff.) Life regen: +3.40 Maximum life: +159.00 Maximum stamina: +10.00 Healing mod.: +20% Amulets can have magical properties. |
Plaguearc PlaguearcInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +7 Str / +11 Dex / +7 Wil / +5 Cun / +5 Con Changes resistances: +3% lightning / +15% mind / +3% nature Confusion immunity: +26% Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
serendipitous steel amulet of murder serendipitous steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +14 Defense: +11 (+2 eff.) Changes stats: +11 Lck Critical mult.: +14.00% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eremagar the Glimmersear Eremagar the GlimmersearCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +24 Effects on melee hit: * 36% chance to blind Damage when hit (Melee): 20 mind Changes stats: +14 Str / +6 Dex Changes resistances: +9% mind Physical save: +12 (+1 eff.) Stamina each turn: +1.00 Maximum life: +20.00 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 199.71 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Moomins revenge Moomins revengeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +17 Armour: +2 Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Damage when hit (Melee): 20 acid / 12 physical Changes stats: +17 Cun / +7 Wil Changes resistances: +12% acid Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +84.00 Maximum hate: +13.00 Mindpower: +13 (+3 eff.) Healing mod.: +25% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 141% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 249.33 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zuberebeth ZuberebethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 12 acid Changes stats: +10 Cun / +4 Str Changes resistances: +15% acid Changes damage: +9% acid Mental crit. chance: +5% Rings can have magical properties. |
conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Mag / +7 Wil / +6 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 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. |
stralite ring 'Cuthintir' stralite ring 'Cuthintir'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +16 (+3 eff.) Changes stats: +8 Mag / +7 Wil / +1 Con Changes resistances: +13% nature / +11% blight Changes damage: +9% physical Physical save: +10 (+0 eff.) Poison immunity: +26% Disease immunity: +25% Life regen: +0.60 Maximum life: +30.00 Spellpower: +26 (+5 eff.) Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 368.54 fire damage, and flames will be left dealing a further 86.46 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
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 stat: 100% Cun Damage type: Physical 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. |
reforged Chyvor the Radiancebender (65.2-84.76 power, 21 apr) reforged Chyvor the Radiancebender (65.2-84.76 power, 21 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 65.2 - 84.8 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +30 Armour Penetration: +21 Crit. chance: +16.0% Attack speed: 114% When this weapon hits: Poison Breath (10% chance level 1). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +16 insidious poison / +35 mind / +35 darkness / +35 lightning When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% blight Changes resistances penetration: +25% light Changes damage: +16% nature / +16% arcane Talent granted: +1 Blindside Critical mult.: +12.00% Light radius: +1 Sharp, short and deadly. |
voratun dagger 'Nightglamour' (37-48.1 power, 9 apr) voratun dagger 'Nightglamour' (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Burst (radius 1) on hit: +14 fire Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +14% acid / +12% fire / +12% lightning / +14% cold Changes damage: +15% darkness Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+4 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 482.06 to 1446.19 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1283.59 to 2567.18 physical damage (based on Strength) to each, costing 30 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
reforged Dethblyd (131.6-210.56 power, 30 apr) reforged Dethblyd (131.6-210.56 power, 30 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: 131.6 - 210.6 Uses stats: 144% Wil, 24% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +30 Crit. chance: +26.0% Attack speed: 114% Lifesteal (this weapon only): +5% Damage (Melee): +58 blight / +58 cold / +58 darkness When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes damage: +29% nature / +29% mind Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Talent granted: +2 Flameshock Massive two-handed swords. |
reforged Nerymira the voratun greatsword (130.6-208.96 power, 16 apr) reforged Nerymira the voratun greatsword (130.6-208.96 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 130.6 - 209.0 Uses stat: 148% Wil 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: Tidal Wave (10% chance level 3). Damage (Melee): +58 blight / +16 temporal / +65 nature / +58 darkness When wielded/worn: Physical crit. chance: +21.0% Physical power: +12 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes damage: +29% lightning / +29% acid Talent granted: +3 Ruin Mental save: +36 (+7 eff.) Teleport immunity: +10% Massive two-handed swords. |
masterforged flaming voratun longsword of massacre (108-151.2 power, 18 apr) masterforged flaming voratun longsword of massacre (108-151.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 108.0 - 151.2 Uses stat: 136% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +51 blight / +51 fire / +51 darkness Burst (radius 1) on hit: +17 fire When wielded/worn: Changes damage: +25% lightning / +25% acid Talent granted: +3 Blindside Sharp, long, and deadly. |
masterforged voratun longsword (81-113.4 power, 18 apr) masterforged voratun longsword (81-113.4 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 81.0 - 113.4 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 2). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +48 lightning / +48 darkness / +48 blight When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical Changes damage: +23% light / +23% mind Talent granted: +3 Deadly Strikes Sharp, long, and deadly. |
masterforged voratun longsword (82-114.8 power, 18 apr) masterforged voratun longsword (82-114.8 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 82.0 - 114.8 Uses stat: 136% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Drain (15% chance level 3). Damage (Melee): +52 cold / +52 arcane / +52 mind Burst (radius 1) on hit: +20 fire When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes damage: +6% lightning / +18% temporal / +25% arcane / +25% fire Talent granted: +3 Deadly Strikes Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
reforged voratun longsword 'Aerymitha' (85.5-119.7 power, 18 apr) reforged voratun longsword 'Aerymitha' (85.5-119.7 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 85.5 - 119.7 Uses stat: 136% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Silence (10% chance level 2). Damage (Melee): +52 cold / +79 temporal / +19 nature / +52 physical Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +3 Str / +3 Wil Changes resistances penetration: +15% blight Changes damage: +3% acid / +3% temporal / +25% light / +25% arcane Talent granted: +2 Ruin Disarm immunity: +47% See invisible: +3 Sharp, long, and deadly. |
reforged voratun longsword 'Cobravault' (98-137.2 power, 18 apr) reforged voratun longsword 'Cobravault' (98-137.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 98.0 - 137.2 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 3). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * Slows global speed by 40% * 20% chance to disease Damage (Melee): +51 physical / +15 blight / +51 nature / +51 temporal When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+2 eff.) Changes resistances penetration: +15% light Changes damage: +24% lightning / +24% blight / +21% nature / +6% light Talent granted: +2 Blindside Disease immunity: +24% Sharp, long, and deadly. |
reforged voratun longsword 'Daimyregoran' (83-116.2 power, 18 apr) reforged voratun longsword 'Daimyregoran' (83-116.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 83.0 - 116.2 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 2). On weapon hit: * 51% chance to disease Damage (Melee): +80 blight / +48 nature / +48 physical When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +13 Armour: +6 Damage when hit (Melee): 8 blight Changes resistances penetration: +14% physical Changes damage: +23% darkness / +23% cold Talent granted: +3 Blindside Physical save: +6 (+0 eff.) Life regen: +0.20 Damage Shield penetration: +50% Sharp, long, and deadly. |
reforged Porumilaith the voratun mace (88-123.2 power, 18 apr) reforged Porumilaith the voratun mace (88-123.2 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 88.0 - 123.2 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 114% When this weapon hits: Earthen Missiles (15% chance level 4). Damage (Melee): +51 temporal / +51 cold / +15 darkness / +51 arcane Damage against: +17% Living When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +4 Damage when hit (Melee): 4 blight Changes resistances penetration: +15% physical Changes damage: +24% cold / +24% temporal Talent granted: +1 Blindside Mental save: +6 (+2 eff.) Blindness immunity: +10% Spellpower on spell critical (stacks up to 3 times): +8 Blunt and deadly. |
reforged Scabrend the voratun mace (81-113.4 power, 18 apr) reforged Scabrend the voratun mace (81-113.4 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 81.0 - 113.4 Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 114% When this weapon hits: Chain Lightning (10% chance level 2). On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +13 acid / +44 darkness / +44 blight / +21 cold / +44 lightning When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes resistances: +12% nature Changes resistances penetration: +10% nature Changes damage: +3% blight / +21% light / +21% mind Talent granted: +4 Slime Spit Blunt and deadly. |
reforged Xiyatta the Kilnvice (81-113.4 power, 17 apr) reforged Xiyatta the Kilnvice (81-113.4 power, 17 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 81.0 - 113.4 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +17 Crit. chance: +8.5% Attack speed: 114% When this weapon hits: Chain Lightning (10% chance level 2). Damage (Melee): +54 nature / +54 physical Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Damage when hit (Melee): 12 fire Changes resistances: +6% mind / +12% fire Changes resistances penetration: +10% mind / +5% physical Changes damage: +26% temporal / +32% fire Talent granted: +2 Deadly Strikes Blunt and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 393.81 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
dragonbone starstaff 'Growthstreaker' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Growthstreaker' (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +1 Str Maximum wards: +2 physical Changes damage: +30% physical Grants telepathy: All Talents granted: +5 Ward +1 Command Staff Psi when hit: +0.04 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
masterforged voratun waraxe (80.5-112.7 power, 18 apr) masterforged voratun waraxe (80.5-112.7 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 80.5 - 112.7 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). Damage (Melee): +60 insidious poison / +54 blight / +54 arcane / +54 lightning Burst (radius 2) on crit: +12 light / +12 physical When wielded/worn: Armour: +8 Damage when hit (Melee): 26 light Changes resistances penetration: +15% physical Changes damage: +26% nature / +26% acid Talent granted: +2 Slime Spit Only die when reaching: -60.00 life Maximum stamina: +55.00 Healing mod.: +15% One-handed war axes. |
masterforged voratun waraxe (78-109.2 power, 18 apr) masterforged voratun waraxe (78-109.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 78.0 - 109.2 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Silence (10% chance level 2). On weapon hit: * 35% chance to daze at end of turn Damage (Melee): +54 acid / +54 darkness / +54 fire When wielded/worn: Armour penetration: +15 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning / +14% physical Changes damage: +26% blight / +14% physical / +26% light Talent granted: +4 Pulverizing Auger One-handed war axes. |
reforged Aroma (93-130.2 power, 18 apr) reforged Aroma (93-130.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 93.0 - 130.2 Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Realign (15% chance level 2). Damage (Melee): +45 cold / +45 light / +45 mind When wielded/worn: Physical crit. chance: +2.0% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +17% cold Changes damage: +6% acid / +6% physical / +22% blight / +22% lightning Talent granted: +4 Slime Spit Pinning immunity: +10% Life regen: +0.60 One-handed war axes. |
reforged voratun waraxe 'Muckbreak' (78-109.2 power, 18 apr) reforged voratun waraxe 'Muckbreak' (78-109.2 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 78.0 - 109.2 Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Damage (Melee): +45 physical / +14 darkness / +45 temporal / +45 cold / +8 nature Burst (radius 1) on hit: +4 nature Damage against: +16% Living When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +1 Con Changes resistances: +6% mind / +15% acid Changes resistances penetration: +10% nature / +15% physical Changes damage: +22% fire / +15% physical / +6% nature / +22% mind Talent granted: +3 Blindside One-handed war axes. |
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, 80% Cun 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 6 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. |
Bokyredas the hardened leather belt Bokyredas the hardened leather belt Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Fatigue: -4% Changes stats: +3 Dex / +4 Mag / +5 Wil / +4 Con Changes resistances: +8% light / +11% darkness Changes damage: +10% all Life regen: +2.30 Spell crit. chance: +9% Mental crit. chance: +5% See invisible: +3 Healing mod.: +21% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Ce'Nemira' hardened leather belt 'Ce'Nemira' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +9% acid / +11% fire / +3% physical / +11% cold Changes resistances penetration: +5% blight / +5% physical Changes damage: +10% all Reduced damage from: +33% Summoned Trap disarming bonus: +20 Stealth bonus: +11 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +5 A belt that goes around your waist. |
noble's hardened leather belt of burglary noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Reduced damage from: +23% Summoned Trap disarming bonus: +13 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
Mucusjam the cashmere cloak (2 def, 0 armour) Mucusjam the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +2 Mag / +2 Wil Grants telepathy: Dragon Maximum life: +39.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of Iron Throne (2 def, 0 armour) battlemaster's cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Str / +4 Dex / +7 Con Talent mastery: +0.40 Technique / Combat training Spell save: -22 (-3 eff.) Stamina each turn: +0.70 Mana each turn: -0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of sorcery (2 def, 0 armour) battlemaster'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: Defense: +2 (+0 eff.) Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +4 Con Talent mastery: +0.40 Technique / Combat training Spell save: -22 (-3 eff.) Stamina each turn: +1.10 Mana each turn: -0.39 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Salybeth' (1 def, 0 armour) linen cloak 'Salybeth' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% darkness / +6% acid Spell save: +18 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Loamvile the pair of drakeskin leather boots (0 def, 17 armour) Loamvile the pair of drakeskin leather boots (0 def, 17 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Changes stats: +4 Str / +6 Wil / +5 Cun / +16 Con Changes resistances: +6% mind / +6% nature Changes resistances penetration: +10% nature / +10% physical Physical save: +25 (+3 eff.) Mental save: +22 (+5 eff.) Silence immunity: +15% Disarm immunity: +10% Teleport immunity: +10% Mindpower: +13 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 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. A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots 'Saleth' (0 def, 1 armour) pair of rough leather boots 'Saleth' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Dex / +5 Lck / +1 Con Changes resistances: +3% blight Stealth bonus: +7 Stamina each turn: +0.80 Only die when reaching: -40.00 life A pair of boots made of leather. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 13% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 171.30 fire damage and 230.77 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Neruth the hardened leather gloves (0 def, 2 armour) Neruth the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Changes stats: +3 Str / +4 Dex / +2 Mag / +4 Cun / +9 Con Spell save: +30 (+4 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Prismumbra the voratun gauntlets (0 def, 3 armour) Prismumbra the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +15 Physical power: +14 (+2 eff.) Armour: +3 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +2 Dex / +2 Wil / +5 Cun / +3 Con Changes resistances: +15% darkness / +15% blight Changes damage: +3% acid Spell save: +17 (+3 eff.) Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +40.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
brawler's hardened leather gloves of dispersion (0 def, 2 armour) brawler's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +4 Str / +4 Dex / +7 Mag / +8 Wil / +4 Cun Changes resistances: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+0 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 15 power out of 32/32) : Effective talent level: 3.0 Power cost: 15 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 36%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Kindleobsidian the drakeskin leather cap (0 def, 5 armour) Kindleobsidian the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 nature / 16 light Changes stats: +23 Str / +14 Dex / +5 Cun / +5 Con Changes resistances: -38% light Changes resistances penetration: +10% temporal Changes damage: +9% light / +3% nature / +10% all Life regen: +8.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 A cap made of leather. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
masterforged dwarven-steel helm (6 def, 21 armour) =Water Breathing, Armour= masterforged dwarven-steel helm (6 def, 21 armour) =Water Breathing, Armour=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +6 (+1 eff.) Fatigue: +4% Changes resistances: +11% fire / +11% cold / +24% light / +13% darkness Talent mastery: +0.10 Technique / Armor forging Talent granted: +4 Mental Shielding Allows you to breathe in: water Mental save: +43 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +92.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (6 def, 21 armour) masterforged dwarven-steel helm (6 def, 21 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 darkness Changes stats: +6 Dex Changes resistances: +11% nature / +11% darkness Changes resistances penetration: +25% mind Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.10 Psionic / Dreaming Talent granted: +4 Mental Shielding Mental save: +63 (+12 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +95.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 24 armour) masterforged voratun helm (6 def, 24 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +24 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +9 Str / +3 Cun / +9 Con Changes resistances: +11% lightning / +11% darkness / +11% mind Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.10 Technique / Forge powers Talent granted: +3 Swallow Reduces incoming crit damage: 18.00% Mental save: +44 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +3.00 Maximum stamina: +95.00 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 23 armour) masterforged voratun helm (6 def, 23 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: Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +8 Mag / +8 Wil Changes resistances: +11% acid / +11% cold / +25% mind / +11% arcane Changes damage: +18% blight / +20% arcane Talent mastery: +0.10 Celestial / Light Talent granted: +4 Phase Door Mental save: +75 (+14 eff.) Blindness immunity: +23% Confusion immunity: +68% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +95.00 Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 23 armour) masterforged voratun helm (6 def, 23 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: Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +10 Str / +5 Wil / +5 Cun Changes resistances: +11% blight / +11% cold / +11% darkness Changes damage: +15% fire Talent granted: +3 Phase Door Critical mult.: +15.00% Physical save: +37 (+4 eff.) Mental save: +57 (+11 eff.) Blindness immunity: +23% Silence immunity: +15% Confusion immunity: +48% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +95.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Brandstoker the voratun helm (6 def, 23 armour) reforged Brandstoker the voratun helm (6 def, 23 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 lightning / 4 fire Changes stats: +5 Cun / +15 Wil Changes resistances: +15% blight / +11% physical / +11% temporal / +11% lightning Changes resistances penetration: +10% arcane Changes damage: +9% blight / +21% fire Talent mastery: +0.10 Technique / Superiority Talent granted: +1 Healing Light Physical save: +24 (+3 eff.) Mental save: +56 (+10 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +89.00 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Yaldan Baoth (6 def, 24 armour) reforged Yaldan Baoth (6 def, 24 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +24 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +11% lightning / +11% temporal / +21% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Talent mastery: +0.10 Technique / Superiority Talent granted: +4 Swallow Mental save: +42 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +89.00 Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 250.66 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
reforged Iveriada (15 def, 56 armour) reforged Iveriada (15 def, 56 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +2.0% Armour: +56 Defense: +15 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Changes stats: +2 Dex Changes resistances: +15% acid / +11% temporal / +11% darkness / +26% cold / +27% lightning Talent cooldown: Bleeding Edge (-1 turn) Talents granted: +2 Blood Grasp +1 Power Catalyst: Magic Allows you to breathe in: water Physical save: +63 (+7 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +331.00 Healing mod.: +20% A suit of armour made of metal plates. |
reforged Tarrasca (13 def, 76.5 armour) reforged Tarrasca (13 def, 76.5 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +76 Armour Hardiness: +15% Defense: +13 (+3 eff.) Fatigue: +35% Changes stats: +15 Con Changes resistances: +11% physical / +11% cold Talent cooldown: Disengage (-1 turn) Talent granted: +1 Rush Physical save: +87 (+10 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +100% Life regen: +4.50 Maximum life: +305.00 It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 15 power out of 25/25. A suit of armour made of metal plates. |
reforged The Black Plate (15 def, 65 armour) reforged The Black Plate (15 def, 65 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: +65 Defense: +15 (+3 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +31% darkness / +26% blight / +25% fire / +11% lightning / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Talent cooldown: Greater Weapon Focus (-2 turns) Physical save: +60 (+7 eff.) Spell save: +25 (+3 eff.) Cut immunity: +23% Confusion immunity: +100% Pinning immunity: +23% Stun/Freeze immunity: +23% Fear immunity: +100% Life regen: +4.50 Maximum life: +327.00 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 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 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 70% 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. |
onyx 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
8 jade 8 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 turquoise 16 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Helimod HelimodInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +4 Damage when hit (Melee): 8 physical Changes stats: +7 Wil / +10 Con Changes resistances: +14% blight Changes damage: +14% mind Physical save: +21 (+2 eff.) Life regen: +6.30 Maximum life: +74.00 Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Radhanarithel RadhanarithelCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +15% fire / +2% physical Reduces incoming crit damage: 10.00% Poison immunity: +15% Silence immunity: +10% Disarm immunity: +10% Teleport immunity: +20% Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 299.96 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
76 alchemist bloodstone 76 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 bloodstone 15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 fire opal 18 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 751.98 fire damage (based on Magic), costing 30 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1142.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Neruthra the Puswrither [power 202] (12 cooldown) Neruthra the Puswrither [power 202] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes stats: +2 Wil / +3 Con Changes resistances penetration: +15% nature Grants telepathy: Dragon Demon/Major Demon/Minor Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Infravision radius: +2 It can be used to heal a target within range 10 (based on Willpower) for 202, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
forceful dragonbone totem of healing [power 260] (12 cooldown) forceful dragonbone totem of healing [power 260] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 10 (based on Willpower) for 260, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of healing [power 262] (12 cooldown) tentacled dragonbone totem of healing [power 262] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 10 (based on Willpower) for 262, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 237.62 temporal and 412.02 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
21 diamond 21 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Zippy the Dwarf Adventurer level 43
4th Shortage 122nd year of Ascendancy at 16:28 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zippy the Dwarf Adventurer level 30
12nd Wealth 122nd year of Ascendancy at 10:07 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Zippy the Dwarf Adventurer level 42
2nd Shortage 122nd year of Ascendancy at 16:32 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By Zippy the Dwarf Adventurer level 50
9th Gold 123rd year of Ascendancy at 00:47 see stats
Are you out of your mind?! (Madness (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zippy the Dwarf Adventurer level 47
20th Shortage 122nd year of Ascendancy at 19:18 see stats
Atamathoned! (Madness (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Zippy the Dwarf Adventurer level 50
26th Steel 123rd year of Ascendancy at 10:01 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Zippy the Dwarf Adventurer level 50
41st Steel 123rd year of Ascendancy at 11:14 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Zippy the Dwarf Adventurer level 46
17th Shortage 122nd year of Ascendancy at 02:28 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zippy the Dwarf Adventurer level 7
24th Voratun 122nd year of Ascendancy at 19:52 see stats
Demonic Invasion (Madness (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Zippy the Dwarf Adventurer level 50
25th Gold 123rd year of Ascendancy at 05:26 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Zippy the Dwarf Adventurer level 45
9th Shortage 122nd year of Ascendancy at 23:14 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Zippy the Dwarf Adventurer level 37
26th Loss 122nd year of Ascendancy at 22:48 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Zippy the Dwarf Adventurer level 25
1st Wealth 122nd year of Ascendancy at 04:22 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zippy the Dwarf Adventurer level 28
11st Wealth 122nd year of Ascendancy at 08:27 see stats
Gem of the Moon (Madness (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Zippy the Dwarf Adventurer level 50
26th Gold 123rd year of Ascendancy at 18:59 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By Zippy the Dwarf Adventurer level 49
2nd Iron 123rd year of Ascendancy at 05:02 see stats
Guiding Hand (Madness (Adventure) difficulty)
Saved all escorted adventurers.By Zippy the Dwarf Adventurer level 40
30th Loss 122nd year of Ascendancy at 10:29 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zippy the Dwarf Adventurer level 23
34th Profit 122nd year of Ascendancy at 17:22 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zippy the Dwarf Adventurer level 48
21st Shortage 122nd year of Ascendancy at 01:17 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Zippy the Dwarf Adventurer level 10
4th Profit 122nd year of Ascendancy at 01:50 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Zippy the Dwarf Adventurer level 20
31st Profit 122nd year of Ascendancy at 22:11 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Zippy the Dwarf Adventurer level 30
12nd Wealth 122nd year of Ascendancy at 05:00 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Zippy the Dwarf Adventurer level 40
29th Loss 122nd year of Ascendancy at 08:28 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Zippy the Dwarf Adventurer level 50
2nd Iron 123rd year of Ascendancy at 05:58 see stats
Lucky Girl (Madness (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Zippy the Dwarf Adventurer level 43
4th Shortage 122nd year of Ascendancy at 10:12 see stats
Oozemancer (Madness (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Zippy the Dwarf Adventurer level 34
40th Dearth 122nd year of Ascendancy at 10:15 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Zippy the Dwarf Adventurer level 50
16th Gold 123rd year of Ascendancy at 23:44 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zippy the Dwarf Adventurer level 34
7th Loss 122nd year of Ascendancy at 11:52 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Zippy the Dwarf Adventurer level 32
14th Wealth 122nd year of Ascendancy at 00:52 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Zippy the Dwarf Adventurer level 26
5th Wealth 122nd year of Ascendancy at 13:10 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Zippy the Dwarf Adventurer level 16
23rd Profit 122nd year of Ascendancy at 11:29 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Zippy the Dwarf Adventurer level 45
14th Shortage 122nd year of Ascendancy at 11:04 see stats
Slimefest (Madness (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Zippy the Dwarf Adventurer level 34
42nd Dearth 122nd year of Ascendancy at 16:43 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Zippy the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 14:19 see stats
Take you with me (Madness (Adventure) difficulty)
Killed a boss while already dead.By Zippy the Dwarf Adventurer level 12
13rd Profit 122nd year of Ascendancy at 04:04 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Zippy the Dwarf Adventurer level 34
42nd Dearth 122nd year of Ascendancy at 10:10 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Zippy the Dwarf Adventurer level 7
2nd Acquisition 122nd year of Ascendancy at 00:37 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Zippy the Dwarf Adventurer level 30
12nd Wealth 122nd year of Ascendancy at 10:07 see stats
The Restless Dead (Madness (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Zippy the Dwarf Adventurer level 37
26th Loss 122nd year of Ascendancy at 21:29 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Zippy the Dwarf Adventurer level 34
40th Dearth 122nd year of Ascendancy at 14:20 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Zippy the Dwarf Adventurer level 11
9th Profit 122nd year of Ascendancy at 12:26 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Zippy the Dwarf Adventurer level 50
26th Steel 123rd year of Ascendancy at 07:38 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Zippy the Dwarf Adventurer level 50
11st Iron 123rd year of Ascendancy at 20:22 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Zippy the Dwarf Adventurer level 25
1st Wealth 122nd year of Ascendancy at 02:24 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Zippy the Dwarf Adventurer level 15
18th Profit 122nd year of Ascendancy at 20:22 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zippy the Dwarf Adventurer level 42
2nd Shortage 122nd year of Ascendancy at 03:52 see stats
Log
Zippy stops surging mana.
Talent Infusion: Regeneration is ready to use.
Talent Earth's Eyes is ready to use.
Zippy uses Infusion: Regeneration.
Zippy starts regenerating health quickly.
Zippy uses Earth's Eyes.
There is a ladder to worldmap here (press '' or right click to use).
Ran for 44 turns (stop reason: at exit).
Saving done.
There is a Cavern leading to the valley of the moon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Zippy deactivates Mitosis.
Zippy deactivates Lucid Dreamer.
Zippy deactivates Elemental Harmony.
Zippy deactivates Wild Growth.
Zippy deactivates Arcane Feed.
Zippy deactivates Charged Shield.
Zippy deactivates Arcane Combat.
Zippy deactivates Icy Skin.
Zippy deactivates Beyond the Flesh.
Zippy deactivates Crystalline Focus.
Zippy deactivates Thermal Shield.
Zippy deactivates Inner Power.
Zippy stops regenerating health quickly.
Zippy deactivates Lacerating Strikes.
Zippy deactivates Weapon Folding.
Zippy deactivates Augmentation.
