Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 1080% |
| Size | medium |
| Lifes / Deaths | Killed by Xilrathra the orc summoner at level 34 on the 53rd Regrowth 123rd year of Ascendancy at 21:56 0 / 9Killed by Zubuda the elder vampire at level 35 on the 56th Regrowth 123rd year of Ascendancy at 01:25 Killed by Gleselaith the orc high cryomancer at level 42 on the 10th Pyre 123rd year of Ascendancy at 09:04 Killed by Yvewe the orc corruptor at level 42 on the 16th Pyre 123rd year of Ascendancy at 00:01 Killed by orc archer at level 43 on the 26th Pyre 123rd year of Ascendancy at 09:27 Killed by Roron the daelach at level 50 on the 31st Dusk 123rd year of Ascendancy at 13:51 Killed by Elandar at level 50 on the 33rd Dusk 123rd year of Ascendancy at 04:57 Killed by Elandar at level 50 on the 33rd Dusk 123rd year of Ascendancy at 08:08 Killed by Elandar at level 50 on the 33rd Dusk 123rd year of Ascendancy at 08:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 118 (base 60) |
| Dexterity | 111 (base 60) |
| Constitution | 55 (base 11) |
| Magic | 19 (base 11) |
| Willpower | 79 (base 37) |
| Cunning | 111 (base 60) |
Resources
| Life | -210/1242 |
| Stamina | 371/398 |
| Equilibrium | 0 |
| Healing Factor | 2.1 |
| Regeneration | 383.94299999999 |
Speed
| Mental | -9.9920072216264E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 14 |
| See Stealth | 60.521499922351 |
| See Invisible | 75.521499922351 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 239 |
| Accuracy | 63 |
| Crit Chance | 61% |
| APR | 115 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (70.376569037657%) |
| Defense | 79 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 63 |
| Mental Save | 61 |
Defense: Resistances
| All | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 863 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 22 for 12 turns. While Heroism is active, you will only die when reaching -807 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Venomous Ammunition |
| talent | Trained Reactions |
| beneficial effect | The target is immune to all detrimental effects. Draconic Will |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | You gain 48% resistance against lightning. Resolve |
| beneficial effect | A flow of life spins around the target, regenerating 172.68 life per turn. Regeneration |
| beneficial effect | The target is recovering 44 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 34%. Pain Suppression |
| beneficial effect | The target has 38% chance to evade melee and ranged attacks and gains 58 defense. Evasion |
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 |
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 |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You abandoned injured seer to death. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by Ivithra the hornet swarm. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
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 Shardskin. * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. You have been shown a secret entrance to his stronghold. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of elder vampire blood. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of bone giant dust. * You've found the needed vial of fire wyrm saliva. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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
| On feet | pair of dwarven-steel boots 'Sparkrace' (17 def, 8 armour) pair of dwarven-steel boots 'Sparkrace' (17 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +8 Defense: +17 (+3 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Dex / +3 Cun / +4 Con Physical save: +15 (+4 eff.) Mental save: +13 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Arkul's Siege Arrows (11/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (11/14, 68-95.2 power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | dwarven lantern 'Noonkiller' dwarven lantern 'Noonkiller'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +17 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +11 Wil Changes resistances penetration: +20% light Changes damage: +6% light / +3% blight Critical mult.: +36.00% Physical save: +11 (+3 eff.) Mana when firing critical spell: +2.00 Light radius: +4 Healing mod.: +25% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Samevor the dwarven-steel helm (9 def, 4 armour) Samevor the dwarven-steel helm (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +0% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Str / +14 Dex / +7 Cun / +1 Con Changes resistances penetration: +15% arcane Spellpower on spell critical (stacks up to 3 times): +2 Maximum psi: +30.00 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Glitterwisp GlitterwispCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+7 eff.) Armour: +4 Damage when hit (Melee): 4 acid Changes stats: +10 Str / +8 Wil / +7 Cun / +10 Con Changes resistances: +3% mind / +9% temporal Changes damage: +9% acid / +7% all Stun/Freeze immunity: +50% Life regen: +3.50 Spellpower: +18 (+2 eff.) Mindpower: +35 (+8 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | Islavena IslavenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +10 Str / +1 Mag / +19 Con Changes resistances: +3% lightning / +9% temporal / +12% darkness / +6% cold / +15% fire Physical save: +18 (+5 eff.) Spell save: +30 (+7 eff.) Life regen: +2.00 Equilibrium when hit: +0.12 Maximum life: +95.00 Healing mod.: +30% 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 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 13/30) : Effective talent level: 4.8 Power cost: 18 out of 13/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Daganeg DaganegRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 47% chance to corrode armour by 30% When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +3.0% Effects on ranged hit: * 35 arcane resource burn Changes stats: +11 Dex / +1 Mag / +13 Wil / +11 Cun Changes resistances: +3% cold / +12% fire Changes damage: +32% physical Talent mastery: +0.30 Wild-gift / Antimagic Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Psi when hit: +0.04 Mindpower: +17 (+4 eff.) Infravision radius: +1 Longbows are used to shoot arrows at your foes. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 187.25 arcane damage and stunned), costing 60 power out of 49/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
| Cloak | elven-silk cloak 'Flashmalice' (3 def, 0 armour) elven-silk cloak 'Flashmalice' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +11 Str / +7 Dex / +5 Cun / +4 Con Changes resistances penetration: +5% arcane / +5% lightning Reduces incoming crit damage: 10.00% Physical save: +13 (+4 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -50.00 life Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elelaith ElelaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Str / +1 Wil Changes resistances: +6% acid / +12% temporal Physical save: +25 (+7 eff.) Spell save: +32 (+8 eff.) Mental save: +35 (+9 eff.) Blindness immunity: +40% Life regen: +4.40 Psi when hit: +0.04 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 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. |
healing infusion of the warrior (heal 323) healing infusion of the warrior (heal 323)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 323 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 10; power 69; turns 5; dispels darkness)sun infusion of the sneak (rad 10; power 69; turns 5; dispels 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: 17 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 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 69) for 5 turns. 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. |
wild infusion of the duelist (resist 24%; cure magical, physical) wild infusion of the duelist (resist 24%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
movement infusion of the duelist (682% speed; 5 turns) movement infusion of the duelist (682% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the duelist (975% speed; 6 turns) movement infusion of the duelist (975% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 975% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the sneak (788% speed; 6 turns) movement infusion of the sneak (788% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 788% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 13 turns, die at -677)heroism infusion (+8 for 13 turns, die at -677) 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 8 for 13 turns. While Heroism is active, you will only die when reaching -677 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. 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 (+21 for 8 turns, die at -961) heroism infusion of the sneak (+21 for 8 turns, die at -961)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: 31 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 21 for 8 turns. While Heroism is active, you will only die when reaching -961 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. |
This item will automatically be transmogrified when you leave the level. lightning rune of the sneak (620 lightning damage)lightning rune of the sneak (620 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: 9 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 206.80 to 620.39 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. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Arcquill the copper amulet Arcquill the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +11% blight / +12% nature / +6% lightning Critical mult.: +3.00% Poison immunity: +22% Disease immunity: +20% Life regen: +0.40 Amulets can have magical properties. |
restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +1.00 Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +5 Con Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Emugada the gold amulet Emugada the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +7 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +10 Lck / +2 Wil Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +15% blight Changes damage: +12% blight / +8% physical Mental save: +7 (+2 eff.) Confusion immunity: +15% Mindpower: +9 (+2 eff.) Combat speed: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Mayuda MayudaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances: +14% lightning / +15% cold / +9% mind / +13% fire Changes damage: +9% temporal Stun/Freeze immunity: +32% 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. |
Daypierce the copper ring Daypierce the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 mind Changes resistances: +3% mind Changes damage: +3% light / +12% mind It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
marksman's copper ring of blight (+11%) marksman's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
Delodrachik the Lavabrawn Delodrachik the LavabrawnCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +9% mind Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
Phoenixwreath the steel ring Phoenixwreath the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 fire Changes stats: +6 Str / +6 Con Changes damage: +18% fire Rings can have magical properties. |
Chikor the gold ring Chikor the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 temporal Changes stats: +3 Str / +2 Mag / +7 Wil / +2 Cun Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Mental save: +14 (+4 eff.) Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
gold ring 'Lelideyon' gold ring 'Lelideyon'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Cun / +6 Con Changes resistances: +32% fire Changes damage: +18% arcane / +16% fire Light radius: +2 Rings can have magical properties. |
Aryfang the stralite ring Aryfang the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Cun / +5 Con Critical mult.: +25.00% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +39% Maximum life: +44.00 Rings can have magical properties. |
Betysekira BetysekiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Defense: +15 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Changes resistances: +40% nature / +28% acid Changes damage: +20% nature / +14% acid Mental save: +3 (+1 eff.) Silence immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +40% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's voratun ring of fire (+40%)warrior's voratun ring of fire (+40%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +40% fire Changes damage: +20% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Isura the Chargeseam (30-36 power, 6 apr, physical element)Isura the Chargeseam (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% On weapon hit: * 54% chance to daze at end of turn Damage (Melee): +24 lightning Burst (radius 2) on crit: +20 mind When wielded/worn: Damage (Melee): 35 fire Damage when hit (Melee): 20 lightning Changes resistances: +20% mind / +12% lightning Changes resistances penetration: +15% mind Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +32.00% Spellpower: +25 (+3 eff.) Spell crit. chance: +5% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zanygar the Dimire (30-36 power, 6 apr, fire element)Zanygar the Dimire (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 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to disease Damage (Melee): +16 blight / +12 darkness Burst (radius 1) on hit: +20 acid When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 12 blight Changes resistances: +18% blight Changes resistances penetration: +10% acid Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic voratun battleaxe of ruin (58-87 power, 4 apr)acidic voratun battleaxe of ruin (58-87 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: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Critical mult.: +28.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (23.5-37.6 power, 1 apr)iron greatsword of massacre (23.5-37.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of phasing (50-80 power, 22 apr)blazebringer's stralite greatsword of phasing (50-80 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +70% Burst (radius 2) on crit: +23 fire When wielded/worn: Changes resistances penetration: +19% fire Global speed: +7% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Velunn the voratun greatsword (61.5-98.4 power, 4 apr)Velunn the voratun greatsword (61.5-98.4 power, 4 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: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 blight / +20 mind / +8 arcane Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +21 (+6 eff.) Defense: +21 (+4 eff.) Changes stats: +5 Wil Critical mult.: +20.00% Mental save: +49 (+13 eff.) Disarm immunity: +70% Mindpower: +10 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword (40.5-56.7 power, 6 apr)plaguebringer's voratun longsword (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane 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 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease Damage (Melee): +19 blight When wielded/worn: Disease immunity: +28% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace of nature (45-63 power, 6 apr)chilling voratun mace of nature (45-63 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +14% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's iron waraxe of shearing (11.5-16.1 power, 2 apr)blazebringer's iron waraxe of shearing (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Armour penetration: +7 Changes resistances penetration: +7% physical / +7% fire Changes damage: +7% physical Global speed: +2% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of massacre (33.5-46.9 power, 4 apr)insidious dwarven-steel waraxe of massacre (33.5-46.9 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Ivasewyn the Undeathcast (40-56 power, 6 apr)Ivasewyn the Undeathcast (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * leeches stamina from the target Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 20 nature slow Changes stats: +4 Str Changes resistances: +6% acid / +3% fire / +3% nature Grants telepathy: Dragon Critical mult.: +16.00% Disarm immunity: +50% Infravision radius: +1 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Boltmalice (38-49.4 power, 9 apr)Boltmalice (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 light / +16 lightning Burst (radius 2) on crit: +16 mind Damage against: +19% Undead When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +18% lightning Changes damage: +15% lightning Mental save: +39 (+10 eff.) Mindpower: +10 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Burnrot (39-50.7 power, 9 apr)Burnrot (39-50.7 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 light / +8 fire Burst (radius 2) on crit: +28 darkness Damage against: +24% Undead When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +10% temporal / +15% fire Changes damage: +9% temporal / +6% fire Sharp, short and deadly. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.6 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Yvygawe the yew longbow Yvygawe the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances: +18% acid / +6% cold / +5% arcane / +3% temporal Changes resistances penetration: +21% physical Changes damage: +12% acid / +26% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather slingdrakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
deadly quiver of elm arrows of purging (11/11, 23.5-32.9 power, 5 apr) deadly quiver of elm arrows of purging (11/11, 23.5-32.9 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.5 - 32.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +9 nature Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (17/17, 15-21 power, 5 apr) quiver of elm arrows (17/17, 15-21 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (18/18, 12.5-17.5 power, 5 apr) quiver of elm arrows (18/18, 12.5-17.5 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
Emeba the quiver of ash arrows (21/21, 23.5-32.9 power, 7 apr) Emeba the quiver of ash arrows (21/21, 23.5-32.9 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.5 - 32.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 40% chance to disease * 40% chance to cause random gloom Damage (Ranged): +4 blight / +12 cold Burst (radius 2) on crit: +8 blight Arrows are used with bows to pierce your foes to death. |
Adyvea the Demonrupture (18/18, 40-56 power, 18 apr) Adyvea the Demonrupture (18/18, 40-56 power, 18 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +25.0% Capacity: 18 On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 40% * 10% chance to crush the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +17 gravity / +4 darkness Burst (radius 1) on hit: +4 darkness / +4 nature Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Lisogamira' (17/17, 44.5-62.3 power, 10 apr) quiver of yew arrows 'Lisogamira' (17/17, 44.5-62.3 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 17 On weapon hit: * Slows global speed by 40% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Travel speed: +200% Damage (Ranged): +9 bleed When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+0 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour of lightning resistance (13 def, 16 armour)duelist's reinforced leather armour of lightning resistance (13 def, 16 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Changes resistances: +27% lightning A suit of armour made of leather. |
reinforced leather armour 'Isavena' (4 def, 10 armour) reinforced leather armour 'Isavena' (4 def, 10 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +10 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +6% acid / +10% cold / +9% darkness / +6% physical Allows you to breathe in: water Critical mult.: +15.00% Physical save: +10 (+3 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Brodimagen' (5 def, 22 armour)drakeskin leather armour 'Brodimagen' (5 def, 22 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +22 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% temporal / +2% physical Changes resistances penetration: +10% arcane Critical mult.: +12.00% Physical save: +12 (+3 eff.) Life regen: +0.60 Stamina each turn: +0.40 Maximum life: +30.00 Maximum stamina: +10.00 Healing mod.: +20% A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 46.30 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of temporal resistance (5 def, 10 armour)spiked voratun mail armour of temporal resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Changes resistances: +28% temporal A suit of armour made of mail. |
Beleth the rough leather belt Beleth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Spell save: +5 (+1 eff.) Stamina each turn: +0.60 Maximum life: +30.00 Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
Cuthydil CuthydilCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Con Reduced damage from: +15% Summoned Grants telepathy: Dragon Light radius: +3 Infravision radius: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Pyrehash PyrehashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 8 fire Changes stats: +1 Mag / +1 Wil / +7 Con Maximum life: +31.00 A belt that goes around your waist. |
hardened leather belt 'Belyth' hardened leather belt 'Belyth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Dex / +5 Wil / +3 Cun Changes resistances: +9% cold Hate when firing a critical mind attack: +2.00 Mental crit. chance: +14% A belt that goes around your waist. |
Thunderzephyr the drakeskin leather belt Thunderzephyr the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Defense: +15 (+3 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Dex / +2 Mag / +9 Cun Changes resistances penetration: +20% lightning Reduced damage from: +45% Summoned Physical save: +25 (+7 eff.) Mental crit. chance: +12% Light radius: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather belt of transcendencecleansing drakeskin leather belt of transcendence Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% acid / +14% blight Physical save: +15 (+4 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt 'Areriawyn'drakeskin leather belt 'Areriawyn' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +21 (+5 eff.) Armour: +15 Defense: +15 (+3 eff.) Changes stats: +6 Str / +3 Dex / +6 Con Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Physical save: +51 (+13 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +4 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Zerindil the Dawnstoker (1 def, 0 armour) Zerindil the Dawnstoker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 light / 12 acid Changes resistances penetration: +10% light Maximum life: +32.00 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. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poryrianor (2 def, 0 armour) Poryrianor (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes damage: +15% acid Mental save: +10 (+3 eff.) Stamina each turn: +0.80 Maximum life: +30.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhiromirion the elven-silk cloak (3 def, 12 armour) Radhiromirion the elven-silk cloak (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: -6% Changes resistances: +27% lightning / +9% cold / +6% light / +6% darkness Changes resistances penetration: +15% mind Physical save: +31 (+8 eff.) Disease immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulykor (3 def, 0 armour) Ulykor (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes stats: +6 Str / +8 Con Changes damage: +9% arcane Physical save: +15 (+4 eff.) Maximum life: +158.00 Spellpower: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthorogar the Magmastreaker (0 def, 1 armour) Cuthorogar the Magmastreaker (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Dex / +3 Wil Changes resistances: +9% fire Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
undeterred pair of hardened leather boots of uncanny dodging (2 def, 3 armour) undeterred pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Silence immunity: +28% Confusion immunity: +31% Stun/Freeze immunity: +31% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour)insulating pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes resistances: +15% cold / +15% fire A pair of boots made of leather. |
rough leather gloves 'Belille' (0 def, 1 armour) rough leather gloves 'Belille' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str / +1 Dex / +5 Cun / +1 Con Changes resistances: +3% cold / +6% temporal Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Betorin' (0 def, 3 armour) iron gauntlets 'Betorin' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Healing mod.: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Critical mult.: +10.00% Spell crit. chance: +11% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Moldreaper' (1 def, 0 armour) linen wizard hat 'Moldreaper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 nature Changes resistances: +16% nature Changes damage: +14% nature A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat (1 def, 0 armour) mindwoven linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Psi each turn: +0.13 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
rough leather cap 'Bark's kiss' (0 def, 1 armour) rough leather cap 'Bark's kiss' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +10% light Changes damage: +6% nature A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 205.04 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm of constitution (+10) (0 def, 5 armour)thaloren voratun helm of constitution (+10) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +14% blight Mental save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 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. |
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. |
2040 alchemist agate 2040 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. |
79 alchemist bloodstone 79 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eclipsebrand EclipsebrandCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 31% chance to inflict 15% damage reduction * 31% chance to blind Damage when hit (Melee): 20 darkness Changes resistances: +18% light / +6% darkness Changes resistances penetration: +15% all Changes damage: +6% light Light radius: +6 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. bright dwarven lantern of claritybright dwarven lantern of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +15 (+4 eff.) Light radius: +9 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Duskwinnow' dwarven lantern 'Duskwinnow'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 lightning / 20 darkness Changes stats: +7 Wil Changes resistances: +21% lightning Critical mult.: +20.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Sunbender (dig speed 12 turns) Sunbender (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +2 Str Changes resistances: +3% lightning / +7% physical / +12% nature / +9% cold Changes damage: +7% nature / +6% light Spell save: +9 (+2 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of predation (dig speed 19 turns)voratun pickaxe of predation (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str / +6 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
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. |
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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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. |
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 350.52 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. |
Nightquencher [power 25] (12 cooldown) Nightquencher [power 25] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +3% darkness Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Cacticus the Cornac Archer level 37
66th Regrowth 123rd year of Ascendancy at 08:06 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Cacticus the Cornac Archer level 37
60th Regrowth 123rd year of Ascendancy at 06:17 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Cacticus the Cornac Archer level 30
1st Allure 123rd year of Ascendancy at 10:14 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Cacticus the Cornac Archer level 42
6th Pyre 123rd year of Ascendancy at 10:03 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Cacticus the Cornac Archer level 49
2nd Mirth 123rd year of Ascendancy at 14:59 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Cacticus the Cornac Archer level 40
76th Regrowth 123rd year of Ascendancy at 04:05 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cacticus the Cornac Archer level 11
8th Dusk 122nd year of Ascendancy at 21:05 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Cacticus the Cornac Archer level 38
72nd Regrowth 123rd year of Ascendancy at 15:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Cacticus the Cornac Archer level 34
52nd Regrowth 123rd year of Ascendancy at 21:02 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Cacticus the Cornac Archer level 27
47th Haze 122nd year of Ascendancy at 23:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Cacticus the Cornac Archer level 23
27th Haze 122nd year of Ascendancy at 09:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cacticus the Cornac Archer level 31
7th Allure 123rd year of Ascendancy at 01:22 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Cacticus the Cornac Archer level 50
25th Dusk 123rd year of Ascendancy at 03:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cacticus the Cornac Archer level 10
4th Mirth 122nd year of Ascendancy at 18:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Cacticus the Cornac Archer level 20
18th Haze 122nd year of Ascendancy at 19:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Cacticus the Cornac Archer level 30
8th Decay 122nd year of Ascendancy at 12:45 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Cacticus the Cornac Archer level 40
73rd Regrowth 123rd year of Ascendancy at 12:31 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Cacticus the Cornac Archer level 50
8th Mirth 123rd year of Ascendancy at 05:01 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Cacticus the Cornac Archer level 50
23rd Dusk 123rd year of Ascendancy at 02:52 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Cacticus the Cornac Archer level 50
1st Flare 123rd year of Ascendancy at 13:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Cacticus the Cornac Archer level 13
37th Dusk 122nd year of Ascendancy at 23:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Cacticus the Cornac Archer level 37
60th Regrowth 123rd year of Ascendancy at 01:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Cacticus the Cornac Archer level 25
41st Haze 122nd year of Ascendancy at 10:10 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Cacticus the Cornac Archer level 39
72nd Regrowth 123rd year of Ascendancy at 20:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cacticus the Cornac Archer level 11
7th Mirth 122nd year of Ascendancy at 17:49 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Cacticus the Cornac Archer level 50
23rd Dusk 123rd year of Ascendancy at 07:22 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Cacticus the Cornac Archer level 49
7th Mirth 123rd year of Ascendancy at 12:30 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Cacticus the Cornac Archer level 43
30th Pyre 123rd year of Ascendancy at 23:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Cacticus the Cornac Archer level 23
27th Haze 122nd year of Ascendancy at 12:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Cacticus the Cornac Archer level 15
2nd Haze 122nd year of Ascendancy at 03:09 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Cacticus the Cornac Archer level 50
33rd Dusk 123rd year of Ascendancy at 08:08 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Cacticus the Cornac Archer level 36
58th Regrowth 123rd year of Ascendancy at 15:27 see stats
Log
Cacticus is invigorated by the attack!
Cacticus's mind surges with critical power!
Cacticus is invigorated by the attack!
Elandar receives 265 healing from Infusion: Healing.
Cacticus receives 92 healing.
Elandar's cleansing fire area effect hits Cacticus for 75 fire damage.
Elandar's cleansing fire area effect hits Cacticus for 75 fire damage.
Elandar's cleansing fire area effect hits Cacticus for 75 fire damage.
Elandar's glacial vapour area effect hits Cacticus for 68 cold damage.
Elandar's cleansing fire area effect hits Cacticus for 75 fire damage.
Cacticus tries to evade attacks.
Cacticus activates Trained Reactions.
Cacticus activates Venomous Ammunition.
Cacticus uses Explosive Shot.
Cacticus uses Explosive Shot.
Target out of range. Hold to force your weapon to fire at targets beyond its range (10).
Cacticus uses Explosive Shot.
Target out of range. Hold to force your weapon to fire at targets beyond its range (10).
Elandar casts Lightning.
Cacticus reacts to damage from Elandar, mitigating the blow!.
Cacticus is invigorated by the attack!
Elandar hits Cacticus for (114 reacted , -5 stam), 216 lightning (216 total damage).
The shattering blow creates a shockwave!
Elandar is poisoned!
Elandar is poisoned!
Venomous Ammunition hits Elandar for 12 nature, 32 nature (43 total damage).
Cacticus's Explosive Shot hits Elandar for 152 nature, 12 arcane, 0 physical (163 total damage).
Elandar casts Manathrust.
Cacticus reacts to damage from Elandar, mitigating the blow!.
Saving game...
