
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Steamtech UI 1.1.4 |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 49 / 31% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 17 on the 1st Summertide 122nd year of Ascendancy at 08:11 4 / 3Killed by shadow at level 17 on the 1st Summertide 122nd year of Ascendancy at 09:15 Killed by Islilrada the tempest at level 22 on the 6th Flare 122nd year of Ascendancy at 02:11 |
Primary Stats
Strength | 22 (base 11) |
Dexterity | 31 (base 15) |
Constitution | 22 (base 14) |
Magic | 85 (base 66) |
Willpower | 72 (base 62) |
Cunning | 86 (base 60) |
Resources
Life | 1039/1039 |
Mana | 801/801 |
Paradox | 300 |
Positive | 0/194 |
Healing Factor | 1 |
Regeneration | 7.85 |
Speed
Mental | -2.7999824681046E-11% |
Attack | -2.7999824681046E-11% |
Movement | +92.14953579437% |
Spell | -2.7999824681046E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 42 |
Accuracy | 24 |
Crit Chance | 30% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61.25 |
Crit Chance | 55% |
Speed | 1.0000000000003 |
Offense: Mind
Mindpower | 48.266666666667 |
Crit Chance | 26% |
Speed | 1.0000000000003 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 48.122340236233 |
Ranged Defense | 54.789006902899 |
Fatigue | 7 |
Physical Save | 28.9 |
Spell Save | 43.45 |
Mental Save | 40.9 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 303 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 32% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Chronomancy / Stasis | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Chronomancy / Flux | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Contingency |
talent | Energy Decomposition |
talent | Reality Smearing |
talent | Gravity Locus |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target is moving is 92% faster. 3 Celerity |
Quests
You successfully escorted the injured seer to the recall portal on level 5 of Infinite Dungeon. Escort: injured seer (level 5 of Infinite Dungeon)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 10 of Infinite Dungeon. Escort: lone alchemist (level 10 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 16 of Infinite Dungeon. Escort: lone alchemist (level 16 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 7 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 15 of Infinite Dungeon. Escort: lost anorithil (level 15 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ullr. Escort: lost sun paladin (level 19 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by gigantic corrosive tunneler. Escort: lost sun paladin (level 25 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 11 of Infinite Dungeon. Escort: lost warrior (level 11 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 30 of Infinite Dungeon. Escort: lost warrior (level 30 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | elven-silk wizard hat 'Murkwrack' (3 def, 0 armour) elven-silk wizard hat 'Murkwrack' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 darkness / 4 blight Changes stats: +10 Mag Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +7% nature / +8% acid / +8% blight / +8% cold / +8% darkness Changes resistances penetration: +15% blight / +15% mind Changes damage: +9% blight / +6% mind Spell save: +14 (+5 eff.) Life regen: +6.00 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | rogue's steel ring of warding rogue's steel ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +13% acid / +11% fire / +14% cold / +17% lightning Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 31 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | Sileriwyn the Festerhash (30-36 power, 6 apr, temporal element) Sileriwyn the Festerhash (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances penetration: +5% mind Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +103.00 Spellpower: +30 (+8 eff.) Spell crit. chance: +19% It can be used to conjure elemental energy in a radius 10 cone, dealing 42.12 - 50.54 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 121.94 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | Managakath the Eclipseguile (13 def, 0 armour) Managakath the Eclipseguile (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +13 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Str / +5 Mag / +4 Wil / +3 Con Reduces incoming crit damage: 10.00% Physical save: +8 (+4 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Zubama the stralite amulet Zubama the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con / +1 Wil Grants telepathy: Dragon Humanoid/Orc Physical save: +13 (+6 eff.) Life regen: +1.60 Equilibrium when hit: +0.08 Maximum life: +67.00 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 225) healing infusion of the wizard (heal 225)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (45 nature damage, 62% healing reduction)insidious poison infusion (45 nature damage, 62% healing reduction) 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: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.43 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
movement infusion of the titan (575% speed; 4 turns) movement infusion of the titan (575% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
This item will automatically be transmogrified when you leave the level. sun infusion of the wizard (rad 10; power 62; turns 5; dispells darkness)sun infusion of the wizard (rad 10; power 62; turns 5; dispells darkness) 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 brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 31). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 62) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. stralite ring of pilferingstralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +12 Defense: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun battleaxe of evisceration (57.5-86.25 power, 4 apr)plaguebringer's voratun battleaxe of evisceration (57.5-86.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +26 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+10 eff.) Disease immunity: +48% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. glacial voratun dagger of disruption (37.5-48.75 power, 9 apr)glacial voratun dagger of disruption (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +15 ice Damage against: +20% Unnatural When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of crippling (26-33.8 power, 9 apr)stralite dagger of crippling (26-33.8 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatmaul of crippling (41-61.5 power, 2 apr)elemental dwarven-steel greatmaul of crippling (41-61.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes resistances penetration: +19% acid / +19% fire / +19% lightning / +17% cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. 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% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical 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. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword of evisceration (61.5-98.4 power, 4 apr)plaguebringer's voratun greatsword of evisceration (61.5-98.4 power, 4 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: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+10 eff.) Disease immunity: +49% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Loamreaper the voratun longsword (43.5-60.9 power, 6 apr)Loamreaper the voratun longsword (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Spell save: +12 (+4 eff.) Poison immunity: +15% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel longsword of crippling (21.5-30.1 power, 4 apr)blazebringer's dwarven-steel longsword of crippling (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +14 fire When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +11% fire Global speed: +4% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun longsword of the leech (40.5-56.7 power, 6 apr)hateful voratun longsword of the leech (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target Damage (Melee): +20 darkness Damage against: +15% Living When wielded/worn: Damage when hit (Melee): 20 nature slow Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of sand (17-18.7 power, 40 apr, mind damage)horrifying living mindstar of sand (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical / 10 mind / 6 darkness Changes resistances: +20% physical Changes resistances penetration: +20% physical Changes damage: +14% physical / +10% mind / +6% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. purifying thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage)purifying thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 14 arcane resource burn Changes resistances: +7% arcane Changes resistances penetration: +7% arcane Changes damage: +7% arcane Life regen: +1.40 Maximum life: +34.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Betana the dragonbone magestaff (30-36 power, 6 apr, temporal element) Betana the dragonbone magestaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Damage (Melee): 27 fire Changes stats: +3 Mag / +3 Con Changes resistances: +6% acid Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +27.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +60.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +5% Infravision radius: +1 See invisible: +12 Heals friendly targets nearby when you use a nature summon: +10 It can be used to conjure elemental energy in a radius 10 cone, dealing 42.12 - 50.54 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's elven-wood vilestaff of projection (25-30 power, 5 apr, acid element)bloodlich's elven-wood vilestaff of projection (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +6 Cun / +6 Con Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +26.00% Vim when firing critical spell: +7.00 Maximum vim: +44.00 Maximum neg.energy: +40.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +7% It can be used to project a bolt from the staff (to range 9) dealing 39.70 - 47.64 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's yew vilestaff of greater warding (20-24 power, 4 apr, fire element)bloodlich's yew vilestaff of greater warding (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes stats: +7 Mag / +7 Cun / +7 Con Maximum wards: +3 fire Changes damage: +20% fire Talents granted: +4 Ward +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +6.00 Maximum vim: +38.00 Maximum neg.energy: +38.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element)greater elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Maximum mana: +90.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone magestaff of might (30-36 power, 6 apr, fire element)infernal dragonbone magestaff of might (30-36 power, 6 apr, fire 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +34.00% Spellpower: +25 (+6 eff.) Spell crit. chance: +20% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging yew starstaff of projection (20-24 power, 4 apr, darkness element)surging yew starstaff of projection (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +13 (+3 eff.) Spell crit. chance: +7% It can be used to project a bolt from the staff (to range 8) dealing 37.03 - 44.44 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's orichalcum trident of purging (53.5-85.6 power, 16 apr)warbringer's orichalcum trident of purging (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Physical power: +21 (+10 eff.) Changes stats: +9 Con Changes resistances penetration: +21% physical Disarm immunity: +46% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's orite trident of projection (40-64 power, 13 apr)warbringer's orite trident of projection (40-64 power, 13 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +23 mind When wielded/worn: Physical power: +19 (+10 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +42% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. elemental iron waraxe of rage (10.5-14.7 power, 2 apr)elemental iron waraxe of rage (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +3 Str Changes resistances penetration: +9% acid / +9% fire / +9% lightning / +9% cold Changes damage: +7% physical Stamina when hit: +0.90 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of daylight (41-57.4 power, 6 apr)plaguebringer's voratun waraxe of daylight (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight / +13 light Damage against: +29% Undead When wielded/worn: Disease immunity: +34% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thunderous stralite waraxe of corruption (32.5-45.5 power, 5 apr)thunderous stralite waraxe of corruption (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 29% chance to daze * 20% chance to curse the target When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. enveloping elven-silk cloak of Eldoral (18 def, 0 armour)enveloping elven-silk cloak of Eldoral (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +4 Cun / +3 Dex Physical save: +15 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping elven-silk cloak of Eldoral (17 def, 0 armour)enveloping elven-silk cloak of Eldoral (17 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Changes stats: +3 Cun / +4 Dex Physical save: +15 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Iron Throne (2 def, 0 armour) regal cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Wil / +3 Con Mental save: +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. wyrmwaxed cashmere cloak of protection (2 def, 0 armour)wyrmwaxed cashmere cloak of protection (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% acid / +8% fire / +8% lightning / +8% cold Spell save: +11 (+4 eff.) Mental save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of frost (+15%) (5 def, 0 armour)stormwoven elven-silk robe of frost (+15%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +7 Mag / +6 Wil Changes resistances: +15% lightning / +44% cold Changes damage: +19% lightning / +15% physical / +37% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of speed (0 def, 5 armour)dreamer's pair of voratun boots of speed (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +11 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. invigorating pair of hardened leather boots (0 def, 3 armour)invigorating pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Stamina each turn: +0.70 Maximum life: +43.00 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots (0 def, 5 armour)undeterred pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +49% Confusion immunity: +47% Stun/Freeze immunity: +32% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. heroic dwarven-steel gauntlets of the starseeker (0 def, 7 armour)heroic dwarven-steel gauntlets of the starseeker (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Cun / +4 Mag Changes resistances: +8% light / +8% darkness Mental save: +11 (+4 eff.) Maximum life: +64.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.19 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour) grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. warlord's voratun helm of ire (0 def, 5 armour)warlord's voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+6 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +6 Wil / +6 Con Changes resistances: +15% physical Physical save: +28 (+13 eff.) Mental save: +13 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of fire resistance (4 def, 8 armour)enlightening stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +7 Wil Changes resistances: +26% fire Mental save: +20 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of implacability (5 def, 20 armour)radiant voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +25% blight / +29% darkness Physical save: +15 (+8 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Uludunaneg' (17 def, 25 armour)stralite mail armour 'Uludunaneg' (17 def, 25 armour) Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +17 (+6 eff.) Fatigue: +16% Changes stats: +5 Cun Changes resistances: +3% blight / +3% physical Changes resistances penetration: +10% arcane Spell save: +6 (+2 eff.) Mental save: +22 (+7 eff.) Poison immunity: +10% Disarm immunity: +10% Knockback immunity: +5% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of alacrity (14 def, 8 armour)marauder's drakeskin leather armour of alacrity (14 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+5 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Physical save: +19 (+10 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of Eyal (21 def, 8 armour)nimble drakeskin leather armour of Eyal (21 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +5 Dex Life regen: +3.70 Maximum life: +100.00 Movement speed: +20% Healing mod.: +30% A suit of armour made of leather. |
rough leather armour of the hero (1 def, 2 armour) rough leather armour of the hero (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant stralite plate armour of clarity (7 def, 13 armour)radiant stralite plate armour of clarity (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +24% darkness / +9% mind Mental save: +22 (+7 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of thunder (9 def, 16 armour)searing voratun plate armour of thunder (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+12 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 13 fire Changes stats: +10 Str / +8 Mag / +8 Wil Changes resistances: +30% acid / +30% fire / +18% lightning Spellpower: +25 (+6 eff.) Spell crit. chance: +10% Mindpower: +23 (+8 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Void Quiver (0/0, 45-63 power, 30 apr)Void Quiver (0/0, 45-63 power, 30 apr) Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of corruption (25/25, 53-74.2 power, 18 apr)barbed quiver of dragonbone arrows of corruption (25/25, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 25 On weapon hit: * 20% chance to curse the target On weapon crit: * wounds the target Damage (Ranged): +18 blight / +20 bleed / +18 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of yew arrows (22/22, 31.5-44.1 power, 10 apr)elemental quiver of yew arrows (22/22, 31.5-44.1 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
53 alchemist agate 53 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. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns) dream-smith's dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +8% mind / +8% fire Mental save: +8 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level. burglar's dwarven lantern of the zealotburglar's dwarven lantern of the zealot Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +3% all Spell save: +15 (+5 eff.) Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. nightwalker's dwarven lantern of healthnightwalker's dwarven lantern of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+5 eff.) Changes stats: +6 Wil Critical mult.: +20.00% Maximum life: +59.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. watchleader's alchemist's lampwatchleader's alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +35% Confusion immunity: +22% Light radius: +8 See stealth: +17 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift 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 Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)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 540.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. telekinetic voratun torque of charged psionic shield [power 173] (20 cooldown)telekinetic voratun torque of charged psionic shield [power 173] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Aeramira the Glitterraven [power 125] (15 cooldown)Aeramira the Glitterraven [power 125] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 light Maximum wards: +4 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +20% light Talents granted: +5 Strike +1 Ward +5 Volcano Life regen: +0.60 It can be used to disarm traps (125 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. void dragonbone wand of conjuration [power 517] (10 cooldown)void dragonbone wand of conjuration [power 517] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast It can be used to fire a bolt of a random element (dam 258-517), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
pearl 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Ullr the Cornac Paradox Mage level 46
39th Dusk 122nd year of Ascendancy at 22:34 see stats
By Ullr the Cornac Paradox Mage level 23
7th Flare 122nd year of Ascendancy at 04:25 see stats
By Ullr the Cornac Paradox Mage level 48
43rd Dusk 122nd year of Ascendancy at 17:14 see stats
By Ullr the Cornac Paradox Mage level 15
9th Mirth 122nd year of Ascendancy at 18:36 see stats
By Ullr the Cornac Paradox Mage level 28
5th Dusk 122nd year of Ascendancy at 00:20 see stats
By Ullr the Cornac Paradox Mage level 39
23rd Dusk 122nd year of Ascendancy at 00:11 see stats
By Ullr the Cornac Paradox Mage level 48
43rd Dusk 122nd year of Ascendancy at 07:24 see stats
By Ullr the Cornac Paradox Mage level 10
79th Pyre 122nd year of Ascendancy at 19:58 see stats
By Ullr the Cornac Paradox Mage level 20
2nd Flare 122nd year of Ascendancy at 19:38 see stats
By Ullr the Cornac Paradox Mage level 30
6th Dusk 122nd year of Ascendancy at 17:26 see stats
By Ullr the Cornac Paradox Mage level 40
23rd Dusk 122nd year of Ascendancy at 17:41 see stats
By Ullr the Cornac Paradox Mage level 42
27th Dusk 122nd year of Ascendancy at 03:33 see stats
By Ullr the Cornac Paradox Mage level 21
4th Flare 122nd year of Ascendancy at 19:04 see stats
By Ullr the Cornac Paradox Mage level 26
1st Dusk 122nd year of Ascendancy at 15:10 see stats
By Ullr the Cornac Paradox Mage level 34
12nd Dusk 122nd year of Ascendancy at 10:35 see stats
By Ullr the Cornac Paradox Mage level 24
8th Flare 122nd year of Ascendancy at 22:38 see stats
Log
Shadow fades!
Shadow slams into something solid!
Ullr hits Shadow for 0 physical, 0 physical (0 total damage).
Shadow casts Phase Door.
Precognition is still on cooldown for 5 turns.
Talent Repulsion Blast is ready to use.
Ullr casts Temporal Bolt.
Ullr's spell attains critical power!
You don't see how to get there...
Talent Precognition is ready to use.
Talent Temporal Bolt is ready to use.
Ran for 6 turns (stop reason: hostile spotted to the northwest (shadow)).
Ullr is no longer evading attacks.
Ullr is no longer surging arcane power.
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ullr deactivates Reality Smearing.
Ullr deactivates Gravity Locus.
Ullr deactivates Contingency.
Ullr deactivates Energy Decomposition.