Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. 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. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Items Vault 1.3.0Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 22 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by gigantic gravity worm at level 17 on the 6th Allure 123rd year of Ascendancy at 08:55 0 / 6Killed by water jet at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 07:32 Killed by luminous horror at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 19:05 Killed by luminous horror at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 19:43 Killed by Aldreth at level 22 on the 49th Regrowth 123rd year of Ascendancy at 00:10 Killed by Urkis, the High Tempest at level 22 on the 49th Regrowth 123rd year of Ascendancy at 02:00 |
Primary Stats
| Strength | 43 (base 34) |
| Dexterity | 13 (base 10) |
| Constitution | 39 (base 34) |
| Magic | 40 (base 36) |
| Willpower | 23 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -22/687 |
| Positive | 13/113 |
| Stamina | 70/196 |
| Vim | 155/181 |
| Healing Factor | 1.22 |
| Regeneration | 70.8698 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.56 (88.454810495627%) |
| Defense | 22.425 |
| Ranged Defense | 22.425 |
| Fatigue | 28 |
| Physical Save | 30.4625 |
| Spell Save | 21.6375 |
| Mental Save | 21.4875 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Stun Resistance | 21% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 133 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is burning, taking 73 damage per turn, split among it and burning foes in radius 2. Blazing Rebirth |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| beneficial effect | A flow of life spins around the target, regenerating 55.64 life per turn. Regeneration |
| detrimental effect | The target is in the center of a lightning hurricane, doing 29.69 to 89.06 lightning damage to itself and others around every turn. Hurricane |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shax 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. The fortress's current energy level is: 2. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
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 |
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 | [vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] miner's pair of rough leather boots of disengagement (0 def, 6 armour)miner's pair of rough leather boots of disengagement (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (-) Fatigue: +1% (-) Changes stats: +2(-) Cun / +3(-) Dex Infravision radius: +1 (-) It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (74 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Halodoldil the Lavaarc (0 def, 3 armour) (On head)] Halodoldil the Lavaarc (0 def, 3 armour)Halodoldil the Lavaarc (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes resistances penetration: +5%(-) fire Critical mult.: +5.00% (-) Physical save: +11 (+6 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] warded yew wand of conjuration [power 235] (9 cooldown)warded yew wand of conjuration [power 235] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2(-) lightning / +2(-) temporal / +2(-) blight / +1(-) fire / +2(-) cold Talents granted: +1.00(-) Ward It can be used to fire a bolt of a random element (dam 118-235), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] psionicist's steel ring of tenacitypsionicist's steel ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+5 eff.) (-) Disarm immunity: +22% (-) Pinning immunity: +20% (-) Knockback immunity: +23% (-) Maximum life: +20.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] warrior's copper ring of perseverancewarrior's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-3) Wil Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Stun/Freeze immunity: +21% Knockback immunity: +0% (-23%) Life regen: +1.20 Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr)thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 14% chance to cause random gloom Damage (Melee): +10(-) light / +10(-) mind Damage against: +7% (-)Undead When wielded/worn: Changes stats: +3(-) Cun / +5(-) Wil Massive two-handed swords. |
| On hands | [vs. Wyrmbreath (0 def, 4 armour) (On hands)] Wyrmbreath (0 def, 4 armour)Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +5(-) Wil Changes resistances: +18%(-) fire / +10%(-) darkness / +10%(-) nature Changes damage: +10%(-) fire It can be used to activate talent Fire Breath (costing 22 power out of 11/24) : Effective talent level: 2.0 Power cost: 22 out of 11/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 165.52 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | [vs. steel plate armour of Eyal (4 def, 9 armour) (Main armor)] steel plate armour of Eyal (4 def, 9 armour)steel plate armour of Eyal (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Life regen: +1.00 (-) Maximum life: +49.00 (-) Healing mod.: +12% (-) A suit of armour made of metal plates. |
| Cloak | [vs. Serpentine Cloak (10 def, 0 armour) (Cloak)] Serpentine Cloak (10 def, 0 armour)Serpentine Cloak (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) (-) Changes stats: +6(-) Cun / +5(-) Con Changes resistances penetration: +15%(-) nature Talent masteries: +0.10(-) Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | [vs. serendipitous steel amulet of strength (+7) (Around neck)] serendipitous steel amulet of strength (+7)serendipitous steel amulet of strength (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Defense: +7 (+5 eff.) (-) Changes stats: +7(-) Lck / +4(-) Str Reduce all damage from unseen attackers: 11% (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Healing [healing infusion of the wizard (heal 119)] (on body)] healing infusion of the titan (heal 115)healing infusion of the titan (heal 115) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115(-18) and cleanse 1 wound and poison effect. Its effects scale with your -Magic, +Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the titan (resist 22%; cure physical)] (on body)] wild infusion of the wizard (resist 14%; cure magical, mental)wild infusion of the wizard (resist 14%; cure magical, mental) 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: 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 +magical, -physical or +mental effect and reduce all damage taken by 14%(-9%) for 4(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Constitution, +Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 9; power 23; dur 4) phase door rune of the titan (range 9; power 23; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] copper amulet 'Betyrethra'copper amulet 'Betyrethra' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +0(-7) Lck / +0(-4) Str Talent mastery: +0.12 Corruption / Fearfire Critical mult.: +10.00% Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] copper amulet of constitution (+2)copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +0(-4) Str / +2 Con / +0(-7) Lck Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] copper amulet of mastery (0.11 Technique / Combat training)copper amulet of mastery (0.11 Technique / Combat training) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +0(-7) Lck / +0(-4) Str Talent mastery: +0.11 Technique / Combat training Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] steel amulet 'Aerora'steel amulet 'Aerora' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +0(-4) Str / +3 Wil / +0(-7) Lck Changes resistances: +6% light Spell save: +3 (+2 eff.) Cut immunity: +10% Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] steel amulet 'Nightraider'steel amulet 'Nightraider' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Damage when hit (Melee): 8 darkness Changes stats: +0(-4) Str / +3 Dex / +0(-7) Lck Changes damage: +3% darkness Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] warrior's steel amulet of strength (+3)warrior's steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +3(-1) Str / +0(-7) Lck Changes resistances: +5% physical Stamina each turn: +0.50 Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] BlindnailBlindnail Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +0(-7) Lck / +0(-4) Str Changes resistances: +13% lightning / +9% darkness Stun/Freeze immunity: +32% Reduce all damage from unseen attackers: 0% (-11%) Amulets can have magical properties. |
[vs. serendipitous steel amulet of strength (+7) (Around neck)] gold amulet 'Rheroddadig'gold amulet 'Rheroddadig' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-5 eff.)) Changes stats: +0(-7) Lck / +0(-4) Str Grants telepathy: Dragon Teleport immunity: +50% Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +2.00 Reduce all damage from unseen attackers: 0% (-11%) It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] copper ring of nature (+22%)copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Wil Maximum encumbrance: +21 Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] mule's copper ring of fire (+20%)mule's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Wil Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +21 Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] psionicist's copper ring of arcana(+0.11/turn)psionicist's copper ring of arcana(+0.11/turn) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-1) Wil Mental save: +4 (+4 eff.) (-2 (-1 eff.)) Silence immunity: +22% Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Mana each turn: +0.11 Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+5 eff.) (-) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] savior's copper ring of fire (+22%)savior's copper ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +22% fire Changes damage: +11% fire Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+5 eff.) (+1 (+0 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +3 Mag Spell save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] mule's steel ring of powermule's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -5% Changes stats: +0(-3) Wil Maximum encumbrance: +20 Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Spellpower: +6 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] savior's steel ringsavior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-3) Wil Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+5 eff.) (-) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of tenacity (On fingers, 1 of 2)] rogue's gold ring of nature (+26%)rogue's gold ring of nature (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun / +0(-3) Wil Changes resistances: +26% nature Changes damage: +13% nature Mental save: +0 (+0 eff.) (-6 (-5 eff.)) Disarm immunity: +0% (-22%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Eclipse (18-21.6 power, 4 apr, physical element)This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(-20.0 - -39.2) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+5 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Stormfront (20-30 power, 2 apr)Stormfront (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-18.0 - -30.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +0(-10) light / +10 cold / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Bill's Tree Trunk (30-51 power, 7 apr)Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-8.0 - -9.8) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+5) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(-6.0 - -19.2) Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+4) Physical crit. chance: +8.0% (+4.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Burst (radius 2) on crit: +12 blinding light Damage against: +0% (-7% )Undead When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +2 Mag / +0(-5) Wil / +2(-1) Cun Changes damage: +4% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Ametrine: Light It can be used to imbue the hammer with a gem of your choice, costing 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] dwarven-steel greatmaul of massacre (50.5-75.75 power, 2 apr)dwarven-steel greatmaul of massacre (50.5-75.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 50.5 - 75.8(+12.5 - +14.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Massive two-handed mauls. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] iron greatsword (18.5-29.6 power, 1 apr)iron greatsword (18.5-29.6 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6(-19.5 - -31.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Massive two-handed swords. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] dwarven-steel greatsword 'Serpentmoon' (35.5-56.8 power, 2 apr)dwarven-steel greatsword 'Serpentmoon' (35.5-56.8 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8(-2.5 - -4.0) 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% (-) On weapon hit: * Slows global speed by 40% (+40%) * 0% chance to cause random gloom (-14%) Damage (Melee): +10 temporal / +0(-10) light / +0(-10) mind / +14 nature Burst (radius 1) on hit: +4 nature Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Changes damage: +9% arcane Massive two-handed swords. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] acidic dwarven-steel waraxe of paradox (19.5-27.3 power, 4 apr)This item will automatically be transmogrified when you leave the level. acidic dwarven-steel waraxe of paradox (19.5-27.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3(-18.5 - -33.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+2) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) On weapon crit: + splashes the target with acid Damage (Melee): +8 acid / +8 temporal / +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Damage when hit (Melee): 5 temporal Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: +9% temporal One-handed war axes. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Shantiz the Stormblade (15-19.5 power, 20 apr)Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-23.0 - -41.3) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+18) Physical crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +20 Dex / +0(-3) Cun / +0(-5) Wil Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Eye of Summer (8-8.8 power, 18 apr, fire damage)Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-30.0 - -52.0) Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Eye of Winter (8-8.8 power, 18 apr, cold damage)Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-30.0 - -52.0) Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Armour: +10 Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
[vs. thought-forged dwarven-steel greatsword of daylight (38-60.8 power, 2 apr) (In main hand)] Kinetic Focus (6-6.6 power, 18 apr, physical damage)Kinetic Focus (6-6.6 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6(-32.0 - -54.2) Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-14%) Damage (Melee): +0(-10) light / +0(-10) mind Damage against: +0% (-7% )Undead When wielded/worn: Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Black Mesh (8 def, 2 armour, 107.5 block) Black Mesh (8 def, 2 armour, 107.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
[vs. steel plate armour of Eyal (4 def, 9 armour) (Main armor)] shimmering cashmere robe (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. shimmering cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-9) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +0% (-22%) Changes damage: +12% arcane Life regen: +0.00 (-1.00) Maximum life: +0.00 (-49.00) Maximum mana: +10.00 Healing mod.: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. steel plate armour of Eyal (4 def, 9 armour) (Main armor)] troll-hide cured leather armour of Toknor (2 def, 4 armour)troll-hide cured leather armour of Toknor (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 (-5) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +7% (-15%) Critical mult.: +11.00% Life regen: +3.40 (+2.40) Maximum life: +0.00 (-49.00) Healing mod.: +11% (-1%) A suit of armour made of leather. |
[vs. steel plate armour of Eyal (4 def, 9 armour) (Main armor)] volcanic cured leather armour of the deep (2 def, 15 armour)volcanic cured leather armour of the deep (2 def, 15 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +15 (+6) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +7% (-15%) Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes resistances: +6% acid / +12% fire / +14% physical / +5% cold Allows you to breathe in: water Life regen: +0.00 (-1.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-12%) A suit of armour made of leather. |
[vs. Mighty Girdle (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. Serpentine Cloak (10 def, 0 armour) (Cloak)] enveloping linen cloak of battle (7 def, 0 armour)enveloping linen cloak of battle (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +7 (+6 eff.) (-3 (-2 eff.)) Fatigue: -2% Changes stats: +0(-6) Cun / +0(-5) Con Changes resistances penetration: +0%(-15%) nature Talent mastery: +0.00(-0.10) Cunning / Stealth Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Serpentine Cloak (10 def, 0 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-9 (-7 eff.)) Changes stats: +1 Str / +0(-6) Cun / +1(-4) Con Changes resistances penetration: +0%(-15%) nature Talent mastery: +0.00(-0.10) Cunning / Stealth A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Serpentine Cloak (10 def, 0 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Defense: +0 (+0 eff.) (-10 (-8 eff.)) Changes stats: +0(-6) Cun / +0(-5) Con Changes resistances: +5% physical Changes resistances penetration: +0%(-15%) nature Changes damage: +5% physical Talent masteries: +0.00(-0.10) Cunning / Stealth +0.10 Spell / Stone +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 53 power out of 60/60) : Effective talent level: 1.0 Power cost: 53 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 69.04 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. Serpentine Cloak (10 def, 0 armour) (Cloak)] Dazzleoracle the cashmere cloak (2 def, 0 armour)Dazzleoracle the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-8 (-6 eff.)) Effects on melee hit: * 15% chance to daze Changes stats: +2 Str / +0(-6) Cun / +1(-4) Con Changes resistances penetration: +10% light / +0%(-15%) nature Talent mastery: +0.00(-0.10) Cunning / Stealth Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] 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 (-5) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-3) Dex Infravision radius: +0 (-1) A pair of boots made of leather. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] pair of rough leather boots of evasion (11 def, 1 armour)pair of rough leather boots of evasion (11 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-5) Defense: +11 (+5 eff.) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-3) Dex Infravision radius: +0 (-1) It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.3 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 24% chance to completely evade them and granting you 11 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] pair of rough leather boots of uncanny dodging (3 def, 1 armour)pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-5) Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-3) Dex Infravision radius: +0 (-1) A pair of boots made of leather. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-5) Defense: +2 (+1 eff.) Fatigue: +2% (+1%) Changes stats: +3(+1) Cun / +0(-3) Dex Talent mastery: +0.20 Cunning / Survival Infravision radius: +0 (-1) It can be used to boost speed by 31% (based on Cunning), costing 44 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +1 (+0 eff.) Fatigue: +7% (+6%) Changes stats: +4 Str / +4(+1) Dex / +4(+2) Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Infravision radius: +0 (-1) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] Urthunarikan the pair of dwarven-steel boots (16 def, 4 armour)Urthunarikan the pair of dwarven-steel boots (16 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-2) Defense: +16 (+8 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% (+2%) Changes stats: +0(-2) Cun / +0(-3) Dex Spell save: +3 (+2 eff.) Pinning immunity: +5% Stun/Freeze immunity: +20% Infravision radius: +0 (-1) It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 8 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. miner's pair of rough leather boots of disengagement (0 def, 6 armour) (On feet)] pair of dwarven-steel boots 'Mayyna' (0 def, 4 armour)pair of dwarven-steel boots 'Mayyna' (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-2) Fatigue: +3% (+2%) Changes stats: +0(-2) Cun / +0(-3) Dex Changes resistances: +6% blight Spell save: +3 (+2 eff.) Silence immunity: +34% Confusion immunity: +20% Stun/Freeze immunity: +32% Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)] cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 (-3) Damage (Melee): 6 fire Changes stats: +2 Dex / +0(-5) Wil Changes resistances: +5%(-13%) fire / +0%(-10%) darkness / +0%(-10%) nature Changes damage: +4%(-6%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-5) Wil / +3 Mag Changes resistances: +0%(-10%) nature / +8% temporal / +8%(-2%) darkness / +0%(-18%) fire Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% temporal / +8% darkness / +0%(-10%) fire N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)] Cureterror the iron gauntlets (0 def, 1 armour)Cureterror the iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 fire Changes stats: +0(-5) Wil Changes resistances: +0%(-10%) nature / +5%(-13%) fire / +3% light / +0%(-10%) darkness Changes damage: +3%(-7%) fire Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Halodoldil the Lavaarc (0 def, 3 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Fatigue: +0% (-5%) Changes resistances: +10% light / +10% lightning Changes resistances penetration: +0%(-5%) fire Changes damage: +10% light / +10% lightning Critical mult.: +0.00% (-5.00%) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.48 to 73.44 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
9 agate 9 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
4 citrine 4 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. |
7 zircon 7 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. |
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 Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
2 garnet 2 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
125 alchemist agate 125 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. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +1 (-3) Infravision radius: +6 Healing mod.: +0% (-10%) It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Summertide Phial (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-1) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.2 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.82 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.82 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Changes damage: +4% blight Talent granted: +0(+-1) Ward When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 37 turns)woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Changes damage: +6% nature Talent granted: +0(+-1) Ward When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] dwarven-steel pickaxe 'Glulle' (dig speed 21 turns)This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe 'Glulle' (dig speed 21 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +8 Str / +1 Mag / +1 Con Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Talent granted: +0(+-1) Ward When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.4 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Talent granted: +0(+-1) Ward Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 125.02 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (2/2) Rod of Recall (2/2)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 178 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. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] quiet dwarven-steel torque of mindblast [power 185] (6 cooldown)quiet dwarven-steel torque of mindblast [power 185] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Talent cooldown: Silence (+5 turn) Talents granted: +3 Silence +0(+-1) Ward It can be used to fire a blast of psionic energies in a range 6 beam (dam 92-185), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] elm totem of thorny skin [power 16] (18 cooldown)elm totem of thorny skin [power 16] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Talent granted: +0(+-1) Ward It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. warded yew wand of conjuration [power 235] (9 cooldown) (Tool)] Adoda the ash totem of healing [power 102] (18 cooldown)Adoda the ash totem of healing [power 102] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +0(-2) lightning / +0(-2) temporal / +0(-2) blight / +0(-1) fire / +0(-2) cold Talents granted: +3 Lay Web +0(+-1) Ward It can be used to heal a target within range 6 (Willpower) for 102, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aldreth the Cornac Doombringer level 13
14th Dusk 122nd year of Ascendancy at 06:01 see stats
Exterminator
Killed 1000 creatures.By Aldreth the Cornac Doombringer level 18
6th Allure 123rd year of Ascendancy at 22:40 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Aldreth the Cornac Doombringer level 5
79th Pyre 122nd year of Ascendancy at 02:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aldreth the Cornac Doombringer level 22
43rd Regrowth 123rd year of Ascendancy at 07:20 see stats
Level 10
Got a character to level 10.By Aldreth the Cornac Doombringer level 10
10th Mirth 122nd year of Ascendancy at 10:47 see stats
Level 20
Got a character to level 20.By Aldreth the Cornac Doombringer level 20
35th Regrowth 123rd year of Ascendancy at 09:27 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Aldreth the Cornac Doombringer level 20
36th Regrowth 123rd year of Ascendancy at 11:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aldreth the Cornac Doombringer level 14
33rd Dusk 122nd year of Ascendancy at 11:16 see stats
The Arena
Unlocked Arena mode.By Aldreth the Cornac Doombringer level 9
5th Mirth 122nd year of Ascendancy at 11:25 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aldreth the Cornac Doombringer level 15
36th Dusk 122nd year of Ascendancy at 03:57 see stats
The secret city
Discovered the truth about mages.By Aldreth the Cornac Doombringer level 15
67th Dusk 122nd year of Ascendancy at 04:12 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aldreth the Cornac Doombringer level 15
35th Dusk 122nd year of Ascendancy at 22:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aldreth the Cornac Doombringer level 18
7th Allure 123rd year of Ascendancy at 06:48 see stats
Log
Thunderstorm hits Aldreth for (7 to ice), 10 lightning (10 total damage).
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits Aldreth for (23 to ice), 35 lightning (35 total damage).
Urkis, the High Tempest's is no longer blazing.
Aldreth loses 74 health to the soulburn.
Talent Abduction is ready to use.
Talent Infusion: Wild is ready to use.
Talent Detonating Charge is ready to use.
Hurricane from Urkis, the High Tempest hits Aldreth for (21 to ice), 32 lightning (32 total damage).
Thunderstorm hits Aldreth for (10 to ice), 14 lightning (14 total damage).
Aldreth uses Infusion: Wild.
Aldreth is free from the ice.
Aldreth is cured!
Aldreth lessens the pain.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Aldreth deactivates Horrifying Blows.
Aldreth activates Horrifying Blows.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Aldreth casts Detonating Charge.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Aldreth casts Healing Light.
Aldreth receives 138 healing.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Aldreth for 135 lightning damage.
Aldreth loses 74 health to the soulburn.
Saving game...
