Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Conveyance Reward 1.2.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Protos race 0.1 1.2.5Protos race. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Items Vault 1.2.5Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Berserker |
Level / Exp | 57 / 77% |
Size | big |
Lifes / Deaths | Killed by Aurekre the halfling at level 25 on the 66th Dusk 122nd year of Ascendancy at 08:11 3 / 4Killed by Aronne the assassin at level 31 on the 25th Haze 122nd year of Ascendancy at 09:27 Killed by Cyruremina the poison ooze at level 39 on the 71st Haze 122nd year of Ascendancy at 10:42 Killed by Corrupted Oozemancer at level 39 on the 71st Haze 122nd year of Ascendancy at 12:45 |
Primary Stats
Strength | 114 (base 64) |
Dexterity | 91 (base 53) |
Constitution | 141 (base 64) |
Magic | 59 (base 35) |
Willpower | 60 (base 14) |
Cunning | 97 (base 29) |
Resources
Life | 3722/5422 |
Mana | 714/714 |
Stamina | 303/318 |
Equilibrium | 20 |
Healing Factor | 2.06 |
Regeneration | 94.247391124962 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 297 |
Accuracy | 99 |
Crit Chance | 111% |
APR | 51 |
Speed | 1.11 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 55.266666666667 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 95.2 (99.924050632911%) |
Defense | 79.26882384033 |
Ranged Defense | 79.26882384033 |
Fatigue | 26 |
Physical Save | 103.09030628726 |
Spell Save | 76.725 |
Mental Save | 80.34 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 56% |
Confusion Resistance | 100% |
Disarm Resistance | 15% |
Stun Resistance | 91% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -1055 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 620 damage for 6 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 389 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 667 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 183 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.49 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Premonition |
talent | Chant of Fortress |
talent | Arcane Shield |
beneficial effect | Increases critical hit chance by 15%. Berserker Rage |
beneficial effect | The target is surrounded by a magical shield, absorbing 366/366 damage before it crumbles. Damage Shield |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
beneficial effect | Countering melee attacks: Has a 22% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
beneficial effect | The target is recovering 185 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Glorima the large brown snake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 449. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed skeleton mage skull. * You've found the needed storm wyrm claw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed warg claw. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed orc heart. * You've found the needed mummified bone. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Toxinlady (0 def, 5 armour) Toxinlady (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to corrode armor Changes stats: +4 Str / +12 Cun / +14 Con Changes damage: +27% nature / +9% acid Physical save: +68 Mental save: +61 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Galegrinder' brass lantern 'Galegrinder'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 Changes resistances: +6% lightning Changes damage: +12% lightning / +3% light Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +3 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. |
On head | Araba the voratun helm (0 def, 5 armour) Araba the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +2 Physical power: +10 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +9 Dex / +5 Wil / +8 Con Changes resistances: +12% physical / +15% light / +40% darkness Changes resistances penetration: +10% physical Maximum encumbrance: +10 Physical save: +25 Stamina each turn: +0.20 Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Dazzlemalice (dig speed 7 turns) Dazzlemalice (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +7 Armour: +6 Defense: +10 Effects on melee hit: * 15% chance to blind Changes stats: +2 Cun / +3 Str Changes resistances: +9% darkness / +12% physical / +9% light / +11% nature Changes resistances penetration: +5% light Changes damage: +6% nature Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +6 Infravision radius: +3 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Neritira NeritiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 Armour penetration: +31 Defense: +44 Changes stats: +2 Str / +8 Cun / +1 Con Changes resistances: +18% acid / +23% fire / +19% lightning / +23% cold Changes resistances penetration: +5% blight Critical mult.: +15.00% Spell save: +3 Silence immunity: +30% Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | stralite ring 'Chaloresin' stralite ring 'Chaloresin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 Physical power: +27 Effects on melee hit: * 36% chance to cause random insanity Damage (Melee): 30 bleed Effects on ranged hit: * 36% chance to cause random insanity Damage (Ranged): 42 bleed Changes stats: +5 Str / +9 Dex / +1 Wil / +18 Cun / +9 Con Changes resistances: +6% lightning / +9% temporal Changes damage: +6% mind / +8% all Physical save: +27 Disarm immunity: +15% Life regen: +1.70 Hate when firing a critical mind attack: +4.00 Maximum life: +81.00 Maximum hate: +25.00 Spellpower: +16 Mindpower: +17 Mental crit. chance: +3% Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Islamibeth' drakeskin leather belt 'Islamibeth'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 Armour: +27 Defense: +29 Changes stats: +1 Str / +7 Con Changes resistances: +5% arcane Stealth bonus: +11 Physical save: +21 Spell save: +11 Mental save: +14 Only die when reaching: -20.00 life Mindpower: +8 Healing mod.: +15% Size category: +1 It can be used to create a temporary shield that absorbs 191 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
In main hand | voratun greatmaul 'Fogstar' (105.5-158.25 power, 4 apr) voratun greatmaul 'Fogstar' (105.5-158.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 105.5 - 158.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +28 blight / +42 cold / +20 lightning When wielded/worn: Accuracy: +42 Defense: +21 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +10 Str Changes resistances: +15% darkness Changes resistances penetration: +10% darkness / +15% fire Changes damage: +9% darkness / +20% physical Disease immunity: +43% Stamina when hit: +4.00 Massive two-handed mauls. |
On hands | Aryda (0 def, 2 armour) Aryda (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 blight Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +8% blight / +7% light / +7% darkness Changes damage: +5% blight Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +13 Maximum psi: +20.00 Mental crit. chance: +1% Infravision radius: +1 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +10 blight / +4 mind / +34 light / +31 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 75.56 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | voratun plate armour 'Eilinedhetha' (9 def, 26 armour) voratun plate armour 'Eilinedhetha' (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Armour: +26 Defense: +9 Fatigue: +17% Damage when hit (Melee): 12 light Changes stats: +6 Str / +15 Wil / +9 Cun / +6 Con Changes resistances: +30% blight / +23% darkness Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Physical save: +10 Mental save: +21 Life regen: +2.80 Maximum life: +156.00 Maximum stamina: +15.00 Light radius: +2 Healing mod.: +44% A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Deepshash' (15 def, 0 armour) elven-silk cloak 'Deepshash' (15 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +15 Changes stats: +7 Dex / +11 Mag / +12 Wil / +4 Cun Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +15% darkness Changes damage: +12% darkness / +3% physical Physical save: +25 Spell save: +43 Mental save: +15 Only die when reaching: -40.00 life Maximum mana: +158.00 Maximum stamina: +10.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthpower the gold amulet Earthpower the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +18 Con Changes resistances: +16% lightning / +6% nature / +3% mind Changes resistances penetration: +20% light / +10% nature Changes damage: +12% mind Talent mastery: +0.19 Technique / Two-handed assault Physical save: +14 Stun/Freeze immunity: +35% Life regen: +2.10 Maximum life: +53.00 Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+23 for 12 turns, die at -855) heroism infusion of the warrior (+23 for 12 turns, die at -855)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -855 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (390.00 temporal damage, removed from time 4 turns) Rune of the Rift (390.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 421.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (360 acid damage; dur 5; apply 63) acid wave rune of the psychic (360 acid damage; dur 5; apply 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 360.36 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 63. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the titan (526 acid damage; dur 5; apply 95)acid wave rune of the titan (526 acid damage; dur 5; apply 95) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 526.27 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 95. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 16 for 7 turns) invisibility rune of the warrior (power 16 for 7 turns)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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 16) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (474 lightning damage) lightning rune of the psychic (474 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 158.00 to 474.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the titan (498 arcane damage) magic missile rune of the titan (498 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 499 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xibeth the Shockenvy Xibeth the ShockenvyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +9% acid / +9% cold Physical save: +26 Blindness immunity: +22% Knockback immunity: +5% Teleport immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% Amulets can have magical properties. |
steel amulet of perfection (0.22 Technique / Bloodthirst,0.22 Technique / Combat veteran) steel amulet of perfection (0.22 Technique / Bloodthirst,0.22 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.22 Technique / Bloodthirst +0.22 Technique / Combat veteran Amulets can have magical properties. |
stralite amulet 'Mardelatar' stralite amulet 'Mardelatar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +11 Fatigue: -16% Changes stats: +2 Con / +14 Mag Changes resistances cap: +4% all Changes resistances penetration: +10% blight Changes damage: +6% blight Reduces incoming crit damage: 15.00% Physical save: +14 Life regen: +5.90 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +44.00 Infravision radius: +2 See invisible: +6 Amulets can have magical properties. |
voratun amulet 'Murkpower' voratun amulet 'Murkpower'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +20 Damage when hit (Melee): 8 darkness / 16 mind Changes stats: +10 Str / +10 Dex / +6 Mag / +10 Wil / +1 Cun Changes damage: +7% acid / +20% physical / +6% darkness / +8% fire / +8% cold / +8% lightning Grants telepathy: Demon/Minor Demon/Major Critical mult.: +24.00% Blindness immunity: +37% Psi when hit: +0.12 Spellpower: +6 Spell crit. chance: +6% Mindpower: +8 Infravision radius: +10 Sight radius: +2 See invisible: +14 Combat speed: +20% Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 15.95 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 Changes stats: +7 Str / +7 Con Rings can have magical properties. |
steel ring 'Lightningcast' steel ring 'Lightningcast'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +9 Defense: +7 Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +8 Wil Changes resistances: +9% blight Changes damage: +3% lightning Mental save: +16 Spellpower: +6 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
balanced dwarven-steel battleaxe of projection (33.5-50.25 power, 2 apr) balanced dwarven-steel battleaxe of projection (33.5-50.25 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 mind When wielded/worn: Accuracy: +9 Defense: +10 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
stralite battleaxe of paradox (44-66 power, 3 apr) stralite battleaxe of paradox (44-66 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +19% temporal Massive two-handed battleaxes. |
voratun battleaxe 'Urthirach' (77-115.5 power, 4 apr) voratun battleaxe 'Urthirach' (77-115.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.0 - 115.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 38% chance to daze On weapon crit: * cripple the target Damage (Melee): +16 blight / +49 darkness Damage against: +43% Living When wielded/worn: Accuracy: +2 Physical crit. chance: +10.0% Changes stats: +7 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +6% blight Changes resistances penetration: +17% lightning Changes damage: +6% physical Maximum stamina: +10.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Leluldil (27-35.1 power, 9 apr)Leluldil (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * Slows global speed by 14% * 24% chance to corrode armor Damage (Melee): +20 blight When wielded/worn: Accuracy: +33 Armour penetration: +11 Damage when hit (Melee): 12 blight / 12 arcane Changes stats: +10 Str / +4 Dex Changes resistances: +7% all Changes resistances penetration: +7% acid / +11% physical / +9% nature Changes damage: +6% blight / +30% physical / +6% arcane Spell save: +6 Life regen: +2.00 Stamina when hit: +4.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's iron dagger of the leech (10.5-13.65 power, 5 apr)blazebringer's iron dagger of the leech (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Burst (radius 2) on crit: +7 fire When wielded/worn: Damage when hit (Melee): 6 nature slow Changes resistances penetration: +6% fire Global speed: +1% Sharp, short and deadly. |
dwarven-steel dagger 'Thunderstinger' (15-19.5 power, 7 apr) dwarven-steel dagger 'Thunderstinger' (15-19.5 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +16 lightning / +8 light Burst (radius 1) on hit: +12 light / +4 lightning When wielded/worn: Accuracy: +9 Defense: +7 Changes damage: +6% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial voratun dagger (38.5-50.05 power, 9 apr)glacial voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, short and deadly. |
warbringer's stralite dagger (26.5-34.45 power, 9 apr) warbringer's stralite dagger (26.5-34.45 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +4 Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +11% Sharp, short and deadly. |
Silitta the Glowpower (56-84 power, 3 apr) Silitta the Glowpower (56-84 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 14% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +13 acid When wielded/worn: Physical power: +14 Changes stats: +6 Con Changes resistances: +6% acid / +3% light Changes resistances penetration: +25% acid / +10% physical / +5% light Changes damage: +3% light Disarm immunity: +33% Massive two-handed mauls. |
acidic stralite greatmaul of massacre (72-108 power, 3 apr) acidic stralite greatmaul of massacre (72-108 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +21 acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. chilling stralite greatmaul of projection (56.5-84.75 power, 3 apr)chilling stralite greatmaul of projection (56.5-84.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 mind / +30 cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. |
insidious dwarven-steel greatmaul (41.5-62.25 power, 2 apr) insidious dwarven-steel greatmaul (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +31 insidious poison Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul of vileness (53.5-80.25 power, 3 apr)stralite greatmaul of vileness (53.5-80.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 35% chance to disease Damage (Melee): +35 blight Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Lightbearer (62-99.2 power, 4 apr) Lightbearer (62-99.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to inflict damage reduction * 25% chance for lightning to arc to a second target Damage (Melee): +30 lightning Burst (radius 2) on crit: +8 arcane When wielded/worn: Damage when hit (Melee): 4 arcane / 4 light Massive two-handed swords. This item has been sent to the Item's Vault. |
dwarven-steel greatsword of massacre (48-76.8 power, 2 apr) dwarven-steel greatsword of massacre (48-76.8 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
insidious iron greatsword of daylight (16-25.6 power, 1 apr) insidious iron greatsword of daylight (16-25.6 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 light / +23 insidious poison Damage against: +7% Undead Massive two-handed swords. |
insidious voratun greatsword of amnesia (64.5-103.2 power, 4 apr) insidious voratun greatsword of amnesia (64.5-103.2 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +34 insidious poison When wielded/worn: Massive two-handed swords. |
stralite greatsword of erosion (48.5-77.6 power, 3 apr) stralite greatsword of erosion (48.5-77.6 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dreamer's thorny mindstar of sand (9.5-10.45 power, 24 apr, mind damage)dreamer's thorny mindstar of sand (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +17% mind / +5% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Mental save: +7 Maximum psi: +25.00 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shocking stralite ritual blade of mana (18.5-24.05 power, 9 apr) shocking stralite ritual blade of mana (18.5-24.05 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 4 Base power: 18.5 - 24.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * stuns the target for 4 turns When wielded/worn: Changes resistances penetration: +8% lightning Mana each turn: +0.16 Maximum mana: +55.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (10% chance level 2). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Aeryleg the Brandwrack (10-12 power, 2 apr, lightning element)Aeryleg the Brandwrack (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Defense: +13 Damage (Melee): 18 fire / 21 arcane / 6 % chance of confusion Damage when hit (Melee): 4 fire Changes stats: +3 Str / +3 Mag / +2 Wil / +4 Cun / +4 Con Changes resistances: +5% lightning / +6% cold Changes resistances penetration: +5% fire Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +34.00% Vim when firing critical spell: +4.00 Maximum mana: +40.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +18 Spell crit. chance: +15% Infravision radius: +3 See invisible: +8 Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of projection (21-29.4 power, 4 apr)dwarven-steel waraxe of projection (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
stralite waraxe 'Willowbringer' (33-46.2 power, 5 apr) stralite waraxe 'Willowbringer' (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Accuracy: +23 Changes stats: +5 Str / +4 Dex / +1 Wil / +1 Cun Changes resistances penetration: +5% nature Changes damage: +3% mind / +10% physical Mental save: +3 Stamina when hit: +1.00 Psi when hit: +0.16 Maximum hate: +2.00 Mindpower: +4 One-handed war axes. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Lisylle (9 def, 0 armour) Lisylle (9 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Damage when hit (Melee): 4 acid Changes stats: +4 Str / +7 Dex / +4 Wil / +3 Cun / +4 Con Changes resistances: +14% acid / +9% temporal / +22% light / +14% lightning / +8% cold / +5% arcane / +27% fire Changes resistances penetration: +5% acid Talent mastery: +0.40 Technique / Combat training Stealth bonus: +11 Physical save: +10 Spell save: -12 Mental save: +22 Stamina each turn: +1.10 Mana each turn: -0.39 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. normal tauntlets of the verdant (0 def, 4 armour)normal tauntlets of the verdant (0 def, 4 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +14% blight / +14% darkness / +14% arcane Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +3 Block Spell save: +17 Tauntlets behave like a shield, and allow you to block attacks. 40 block power. When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Str, 80% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 71% When this weapon crits: Call of the Ooze (20% chance level 2). A turtle shell fit with a simple strap. It covers the entire forearm. |
Blackraven the voratun helm (0 def, 5 armour) Blackraven the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +4 Wil / +4 Cun / +4 Con / +17 Lck Changes resistances: +12% lightning / +12% temporal / +10% nature / +6% acid Changes resistances penetration: +25% acid / +15% darkness Changes damage: +3% acid Spell save: +7 Maximum life: +93.00 Spell crit. chance: +4% Mindpower: +5 Mental crit. chance: +5% Healing mod.: +27% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Darkbiter the hardened leather cap (0 def, 3 armour) Darkbiter the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +10 Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +25 Str / +4 Dex / +13 Wil / +4 Cun Changes resistances: +3% nature / +11% physical Changes resistances penetration: +5% darkness / +5% blight Changes damage: +12% arcane Physical save: +11 Spell save: +12 Mental save: +21 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 Light radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 884.5 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
This item will automatically be transmogrified when you leave the level. thaloren hardened leather cap of absorption (0 def, 3 armour)thaloren hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +10% blight Mental save: +8 Stamina when hit: +2.10 Equilibrium when hit: +2.00 A cap made of leather. |
Glalrama the Voidlore (5 def, 10 armour) Glalrama the Voidlore (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +15 Cun / +20 Wil Changes resistances: +3% lightning / +25% darkness / +29% blight / +9% cold / +6% fire Changes resistances penetration: +15% darkness Spell save: +3 Mental save: +41 Disease immunity: +5% Knockback immunity: +5% Teleport immunity: +15% Life regen: +3.50 Maximum life: +63.00 Light radius: +2 Healing mod.: +22% A suit of armour made of mail. |
stralite mail armour 'Blazewrither' (4 def, 37 armour) stralite mail armour 'Blazewrither' (4 def, 37 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +37 Defense: +4 Fatigue: +16% Damage when hit (Melee): 15 physical / 10 light / 8 mind Changes stats: +5 Wil Changes resistances: +26% temporal / +18% darkness / +17% blight / +21% fire / +3% mind Changes resistances penetration: +15% light Changes damage: +3% mind / +6% fire Light radius: +3 A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth +0.10 Cunning / Subterfuge Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Turtleneck (-15 def, 50 armour) Turtleneck (-15 def, 50 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +50 Defense: -15 Fatigue: +7% Changes resistances: +45% mind / +45% cold Physical save: +33 Spell save: +33 Mental save: +33 Confusion immunity: +75% It can be used to activate talent Dream Walk (costing 11 power out of 20/20) : Effective talent level: 5.0 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (2 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Despite it's name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. |
This item will automatically be transmogrified when you leave the level. radiant rough leather armour (1 def, 2 armour)radiant rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 A suit of armour made of leather. |
voratun plate armour 'Skyraptor' (19 def, 36 armour) voratun plate armour 'Skyraptor' (19 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +19 Fatigue: +26% Effects on melee hit: * 15% chance to daze Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 20 acid / 14 fire / 4 lightning Changes stats: +5 Str / +2 Cun / +5 Con Changes resistances: +30% acid / +8% physical / +29% fire / +19% lightning / +10% cold Changes damage: +15% lightning Mental save: +25 Maximum life: +69.00 A suit of armour made of metal plates. |
Isywyn (16 def, 3 armour, 202.5 block) Isywyn (16 def, 3 armour, 202.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +16 Ranged Defense: +16 Fatigue: +14% Effects on melee hit: * 20 arcane resource burn * 13% chance to cause random insanity Effects when hit in melee: * 35% chance to blind * 27% chance to cause random insanity Changes stats: +6 Mag / +6 Con Changes resistances: +9% acid / +49% light / +3% blight / +30% cold / +9% mind / +32% darkness Talent granted: +5 Block Physical save: +3 Mental save: +9 Disease immunity: +5% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
216 alchemist agate 216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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 Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Erelablek the Prismbrand (dig speed 4 turns) Erelablek the Prismbrand (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +17 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 blight / 4 light Changes stats: +3 Str / +5 Dex Changes resistances: +9% light Changes resistances penetration: +15% blight / +5% light Changes damage: +3% blight / +12% fire / +15% mind / +3% light Critical mult.: +16.00% Mental save: +11 Lowers spell cool-downs by: 10% Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald 7 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 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 Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 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 Gems can be sold for money or used in arcane rituals. |
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. |
8 garnet 8 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% Gems can be sold for money or used in arcane rituals. |
5 ruby 5 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. flaming pouch of stralite shots of erosion (20/20, 43-51.6 power, 5 apr)flaming pouch of stralite shots of erosion (20/20, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Damage (Ranged): +14 nature / +17 temporal Burst (radius 1) on hit: +22 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of stralite shots of vileness (43/43, 52.5-63 power, 15 apr)sentry's pouch of stralite shots of vileness (43/43, 52.5-63 power, 15 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.5% Capacity: 43 Turns elapse between self-loadings: 2 On weapon hit: * 16% chance to disease Damage (Ranged): +17 blight Shots are used with slings to pummel your foes to death. |
Aerubeth the steel torque of charged psionic shield [power 51] (20 cooldown) Aerubeth the steel torque of charged psionic shield [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% fire Talent cooldown: Silence (+10 turn) Talent granted: +5 Silence Physical save: +25 Mental save: +18 Stun/Freeze immunity: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. stralite torque of charged psionic shield [power 131] (20 cooldown)stralite torque of charged psionic shield [power 131] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. telekinetic dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown)telekinetic dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Zubywyn the elven-wood totem of thorny skin [power 48] (20 cooldown) Zubywyn the elven-wood totem of thorny skin [power 48] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% cold / +9% fire Maximum wards: +3 acid / +2 nature / +3 light Talents granted: +1 Ward +3 Lay Web Physical save: +25 Mental save: +18 Poison immunity: +5% Knockback immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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% Gems can be sold for money or used in arcane rituals. |
yew wand of clairvoyance 'Strikesun' [power 16] (9 cooldown) yew wand of clairvoyance 'Strikesun' [power 16] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% blight / +5% arcane / +3% darkness Maximum wards: +6 lightning / +2 temporal / +7 blight / +6 fire / +7 cold Changes damage: +9% lightning Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +3 Volcano +2 Ward Spell save: +25 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 quartz 8 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% Gems can be sold for money or used in arcane rituals. |
8 amber 8 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% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 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 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Blue Ice the Superhuman Berserker level 50
33rd Regrowth 123rd year of Ascendancy at 00:06 see stats
By Blue Ice the Superhuman Berserker level 12
3rd Flare 122nd year of Ascendancy at 11:04 see stats
By Blue Ice the Superhuman Berserker level 25
70th Dusk 122nd year of Ascendancy at 10:39 see stats
By Blue Ice the Superhuman Berserker level 31
37th Haze 122nd year of Ascendancy at 17:16 see stats
By Blue Ice the Superhuman Berserker level 38
61st Haze 122nd year of Ascendancy at 12:17 see stats
By Blue Ice the Superhuman Berserker level 21
58th Dusk 122nd year of Ascendancy at 21:01 see stats
By Blue Ice the Superhuman Berserker level 10
9th Mirth 122nd year of Ascendancy at 00:48 see stats
By Blue Ice the Superhuman Berserker level 20
58th Dusk 122nd year of Ascendancy at 12:59 see stats
By Blue Ice the Superhuman Berserker level 30
78th Dusk 122nd year of Ascendancy at 12:29 see stats
By Blue Ice the Superhuman Berserker level 40
5th Allure 123rd year of Ascendancy at 05:28 see stats
By Blue Ice the Superhuman Berserker level 50
32nd Regrowth 123rd year of Ascendancy at 18:35 see stats
By Blue Ice the Superhuman Berserker level 54
65th Pyre 123rd year of Ascendancy at 11:34 see stats
By Blue Ice the Superhuman Berserker level 31
25th Haze 122nd year of Ascendancy at 14:16 see stats
By Blue Ice the Superhuman Berserker level 28
72nd Dusk 122nd year of Ascendancy at 01:44 see stats
By Blue Ice the Superhuman Berserker level 43
27th Regrowth 123rd year of Ascendancy at 17:52 see stats
By Blue Ice the Superhuman Berserker level 16
56th Dusk 122nd year of Ascendancy at 22:29 see stats
By Blue Ice the Superhuman Berserker level 30
78th Dusk 122nd year of Ascendancy at 16:52 see stats
By Blue Ice the Superhuman Berserker level 17
57th Dusk 122nd year of Ascendancy at 04:15 see stats
By Blue Ice the Superhuman Berserker level 37
57th Haze 122nd year of Ascendancy at 14:03 see stats
By Blue Ice the Superhuman Berserker level 31
35th Haze 122nd year of Ascendancy at 00:35 see stats
By Blue Ice the Superhuman Berserker level 37
57th Haze 122nd year of Ascendancy at 05:31 see stats
By Blue Ice the Superhuman Berserker level 41
18th Regrowth 123rd year of Ascendancy at 17:37 see stats
By Blue Ice the Superhuman Berserker level 22
62nd Dusk 122nd year of Ascendancy at 13:34 see stats
Log
Adumira the mountain troll has sped up!
Adumira the mountain troll displaces some damage onto Blue Ice!
Adumira the mountain troll hits Blue Ice for 9 displaced, 22 displaced, 4 displaced, 2 displaced (39 total damage).
Blue Ice hits Adumira the mountain troll for (51 parried), 1334 physical, 5 blight, 12 cold, 12 lightning, 2 physical, 1 blight (1369 total damage).
Talent Stunning Blow is ready to use.
Bleeding from Blue Ice hits Adumira the mountain troll for (-9223372036854775808 to psi shield), -9223372036854775808 physical (0 total damage).
Blue Ice performs a melee critical strike against Adumira the mountain troll!
Blue Ice is recovering from the damage!
Adumira the mountain troll is not intimidated!
Adumira the mountain troll is stunned with fear!
Adumira the mountain troll displaces some damage onto Blue Ice!
Adumira the mountain troll hits Blue Ice for 587 displaced, 9 displaced, 22 displaced, 2 displaced (622 total damage).
Blue Ice hits Adumira the mountain troll for (51 parried), 587 physical, 9 blight, 22 cold, 22 lightning, 9 physical, 2 blight (654 total damage).
Blue Ice uses Infusion: Healing.
A shield forms around Blue Ice.
Blue Ice receives 802 healing from Infusion: Healing.
The protective shield of Blue Ice disappears.
Blue Ice receives 381 healing.
Bleeding from Blue Ice hits Adumira the mountain troll for (-9223372036854775808 to psi shield), -9223372036854775808 physical (0 total damage).
Adumira the mountain troll evades Blue Ice.
Adumira the mountain troll evades Blue Ice.
Blue Ice receives 381 healing.
Bleeding from Blue Ice hits Adumira the mountain troll for (-9223372036854775808 to psi shield), -9223372036854775808 physical (0 total damage).
Blue Ice no longer revels in blood quite so much.
Blue Ice's rage subsides!