









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Last Hope archery training 1.5.3Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Midnight 1.5.0Adds 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. Dremling Horror Race 1.5.2There aren't enough subtypes of dwarf so here are some Horrible dwarves. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Displacement Tracking 1.3.0A tweak to the Minimalist UI to visually indicate how much of your Displacement Shield has been absorbed. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Arena to Infinite Dungeon 1.5.2Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. Use Alchemist Gems From Inventory 1.5.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 199% |
| Size | big |
| Lifes / Deaths | Killed by Fulori at level 25 on the 30th Loss 122nd year of Ascendancy at 01:28 / 1 |
Primary Stats
| Strength | 161.93826090748 (base 60) |
| Dexterity | 74.938260907481 (base 14) |
| Constitution | 171.93826090749 (base 48) |
| Magic | 148.93826090748 (base 60) |
| Willpower | 147 (base 60) |
| Cunning | 158.93826090748 (base 60) |
Resources
| Mana | 874/874 |
| Negative | 197/197 |
| Life | 2791/2791 |
| Paradox | 419 |
| Hate | 115/115 |
| Equilibrium | 77 |
| Vim | 367/369 |
| Steam | 80/100 |
| Stamina | 518/518 |
| Psi | 217/217 |
| Healing Factor | 2.5 |
| Regeneration | 57.015162551765 |
Speed
| Mental | +15.46199386531% |
| Attack | 0% |
| Movement | -40% |
| Spell | +15.46199386531% |
| Global | +175.21134272265% |
Vision
| Sight | 12 |
| Lite | -994 |
| Infravision | 8 |
| See Stealth | 15 |
| See Invisible | 15 |
| Stealth | 83.051842746882 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 377 |
| Accuracy | 95 |
| Crit Chance | 84% |
| APR | 81 |
| Speed | 0.69 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 59% |
| Speed | 0.86608585779883 |
Offense: Mind
| Mindpower | 98 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Physical | -8% |
| All | +2% |
| Darkness | +29% |
| Light | +26% |
| Temporal | +8% |
| Lightning | +39% |
| Fire | +20% |
| Nature | +41% |
Offense: Damage Penetration
| Darkness | +37% |
| Temporal | +42% |
| Physical | +25% |
| Fire | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 106.2254322375 (74.117647058824%) |
| Defense | 78 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 93 |
| Spell Save | 84 |
| Mental Save | 99 |
Defense: Resistances
| Acid | + 49%( 85%) |
| Blight | + 62%( 85%) |
| Physical | + 47%( 85%) |
| Mind | + 54%( 85%) |
| All | + 21%( 85%) |
| Lightning | + 75%( 85%) |
| Light | + 21%( 85%) |
| Temporal | + 49%( 85%) |
| Cold | + 53%( 85%) |
| Darkness | + 84%( 85%) |
| Fire | + 85%( 85%) |
| Nature | + 60%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 10 turns. This enchantment increases your accuracy and armour by 47 and adds 48 arcane damage to all your hits. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 426.79 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 83 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 278.79 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 85 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Lunar Predator | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.70 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-curse / Tiger aspect | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Written in the Stars | 1.50 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Wild-curse / Ritch aspect | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Sickness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / The Lotus Blossoms | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Fiery Hands |
| talent | Shadow Combat |
| talent | Stealth |
| talent | Ritch Shape |
| talent | Striking Stance |
| talent | Apply Poison |
| talent | Stone Vines |
| talent | Leeching Poison |
| talent | Willful Tormenter |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Manic Flurry |
| talent | Beyond the Flesh |
| talent | Mind Over Magic |
| talent | Volatile Poison |
| talent | Shadow Feed |
| talent | Blood Vengeance |
| talent | Thermal Shield |
| talent | Overkill |
| talent | Rabid Fury |
| talent | Kinetic Shield |
| talent | Tiger Shape |
| talent | Shock Hands |
| talent | Abyssal Shield |
| talent | Inner Power |
| talent | Exploit Weakness |
| talent | Perfect Self |
| talent | Lacerating Strikes |
| talent | Sickness Within, Sickness Without |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 14.6 and stamina regeneration by 3.1. Soothing Darkness |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Countering melee attacks: Has a 66% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by uruivellas. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Betibrerarin the snow giant chieftain. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by ice wyrm. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Adeldavea the copperhead snake. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by Fulori. Escort: worried loremaster (level 6 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 766. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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
| Psionic focus | Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
| Light source | Turyzor the FurnacehungerPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 17 fire Changes resistances: +9% blight / +23% fire / +12% mind / +6% darkness Changes resistances penetration: +10% fire Physical save: +43 (+8 eff.) Spell save: +18 (+4 eff.) Mental save: +30 (+5 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Obsidianblight' (7 def, 14 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +10 Wil Changes resistances: +12% darkness / +6% all Physical save: +14 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spell crit. chance: +2% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Arakira the voratun pickaxe (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +5 Defense: +18 (+4 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +3 Str / +5 Dex Changes resistances: +10% physical Changes resistances penetration: +25% physical Disease immunity: +10% Silence immunity: +20% Disarm immunity: +15% Stun/Freeze immunity: +15% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Noonknave'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Defense: +17 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 acid Changes stats: +7 Cun / +8 Wil Changes resistances: +6% acid Changes damage: +12% light Mental save: +13 (+2 eff.) Confusion immunity: +46% Mindpower: +13 (+2 eff.) Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Smearwedge the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +9 Con Changes resistances: +38% lightning Changes damage: +19% lightning / +9% nature Spell save: +20 (+4 eff.) Stamina each turn: +0.80 Hate when firing a critical mind attack: +3.00 Maximum stamina: +29.00 Maximum hate: +15.00 Healing mod.: +15% It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Slows Projectiles: +25% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| On feet | pair of drakeskin leather boots 'Coalknave' (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +4 Cun / +4 Dex Changes resistances: +22% darkness / +27% temporal Changes resistances penetration: +18% darkness / +37% temporal Changes damage: +6% darkness Maximum encumbrance: +41 Physical save: +30 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +24 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | Alchemical Gloves (10 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 (+2 eff.) Changes stats: +10 Cun Changes resistances: +30% acid / +30% nature Changes damage: +30% acid / +30% nature Talent masteries: +0.20 Cunning / Poisons +0.20 Spell / Poison alchemy +0.20 Spell / Acid alchemy Talent granted: +5 Iron Grip Poison immunity: +50% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poisonous Spores (10% chance level 1). Damage conversion: 50% acid It can be used to activate talent Corrosive Vapour (costing 50 power out of 50/50) : Effective talent level: 5.0 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 70.25 acid damage in a radius of 3 each turn for 7 turns. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! A professional alchemist needs professional protection. These gloves are the best you could buy. |
| Cloak | Xeryna the Sootwill (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Wil Changes resistances: +30% lightning / +9% temporal / +20% darkness Changes resistances penetration: +19% darkness / +5% temporal Changes damage: +21% darkness / +6% temporal Stealth bonus: +25 Physical save: +13 (+3 eff.) Mental save: +26 (+4 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | GleamruneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +16 Damage when hit (Melee): 4 temporal Changes stats: +6 Wil Changes resistances: +30% mind Changes resistances penetration: +25% fire Changes damage: +12% light Critical mult.: +19.00% Mental save: +15 (+2 eff.) Confusion immunity: +69% Mindpower: +14 (+2 eff.) Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 208% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 205% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 205% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 232% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 23)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.8 steam per turn. Can be activated for an instant burst of 114 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.6 steam per turn. Can be activated for an instant burst of 108 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of the Rift (738.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 797.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Spike Attachment Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Fatigue: +1% Damage when hit (Melee): 10 physical Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level.Ulfulin the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -6% Changes stats: +7 Str Changes resistances: +6% acid / +13% physical / +19% mind Mental save: +9 (+1 eff.) Stun/Freeze immunity: +10% Stamina each turn: +1.20 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Poleth the voratun ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Dex / +12 Cun / +8 Wil Changes resistances: +38% darkness / +6% mind Changes damage: +19% darkness Grants telepathy: Humanoid/Orc Blindness immunity: +10% Disease immunity: +15% Knockback immunity: +10% Mindpower: +19 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone vilestaff of blasting (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.36 Maximum mana: +90.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 228.24 to 273.88 blight damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Burning Rage (70-105 power, 6 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 167% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +100 fire burn Damage conversion: 50% dreamforge When wielded/worn: Defense: -5 (-1 eff.) Changes damage: +20% physical / +20% mind / +20% fire Critical mult.: +40.00% This stralite maul was forged with pure rage. What the rage was about is lost, but the rage still lingers. |
This item will automatically be transmogrified when you leave the level.elemental voratun greatsword of daylight (64-102.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 175% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +27 light Damage against: +42% Undead When wielded/worn: Changes resistances penetration: +24% acid / +21% fire / +23% lightning / +23% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun greatsword of nature (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 175% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +10 Con Changes resistances: +14% all Changes resistances penetration: +13% nature / +21% physical Disarm immunity: +48% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic stralite longsword of massacre (46.5-65.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 46.5 - 65.1 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.manaburning stralite longsword of massacre (44-61.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 44.0 - 61.6 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn Sharp, long, and deadly. |
Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. * shock your foe dealing 35 damage and draining some of their resources On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun longsword of massacre (53.5-74.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +29% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of daylight (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +26% Undead When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Disarm immunity: +45% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.caustic voratun waraxe of projection (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 152% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 28% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +15% acid Life regen: +1.70 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of amnesia (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 90% Wil, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.honing pulsing mindstar of persecution (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +17% Unnatural When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +9% physical Changes resistances penetration: +9% physical Changes damage: +9% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.manaburning pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +16% lightning / +9% arcane Changes resistances penetration: +15% lightning Changes damage: +16% lightning Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar of frost (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 15 ice Changes resistances: +14% cold Changes resistances penetration: +16% cold Changes damage: +16% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.summoner's pulsing mindstar of sand (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +17% physical Changes resistances penetration: +17% physical Changes damage: +17% physical Mindpower: +17 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.epiphanous living mindstar of balance (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +25% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.10 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.scouring stralite steamsaw of fire resistance (+17%) (31.5-47.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.3 Uses stats: 152% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Effects when hit in melee: * 31% chance to reduce effective powers by 20% * 31 arcane resource burn Changes stats: +7 Con Changes resistances: +17% acid / +25% fire / +17% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Blacknaught the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Mind Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +8 darkness / +4 mind When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +11 Str / +2 Cun Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Psi when hit: +0.12 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dragonbone longbow Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ranger's reinforced leather sling of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 acid When wielded/worn: Changes stats: +6 Dex Changes damage: +20% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.warden's drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +5 Changes stats: +7 Mag Changes resistances penetration: +10% temporal / +13% physical Changes damage: +10% temporal / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows (23/23, 53-74.2 power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 96% Wil, 50% Mag, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's pouch of dwarven-steel shots of amnesia (36/36, 40.5-48.6 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 40.5 - 48.6 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 36 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level.Chargesmash the elven-silk robe (5 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Effects on melee hit: * 39% chance to daze at end of turn Changes resistances: +19% blight / +18% temporal / +6% arcane / +3% physical Mental save: +39 (+6 eff.) Blindness immunity: +15% Disease immunity: +25% Knockback immunity: +10% Life regen: +3.60 Maximum life: +77.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +18% all Mental save: +26 (+4 eff.) Spellpower: +20 (+4 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Wil Mental save: +22 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of lightning resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +27% lightning Life regen: +5.50 Stamina each turn: +2.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
This item will automatically be transmogrified when you leave the level.radiant drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +6 Wil Changes resistances: +28% blight / +30% cold / +21% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of the hero (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +7 Cun Life regen: +8.00 Stamina each turn: +2.50 Maximum life: +70.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of thunder (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+3 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes stats: +10 Str / +8 Mag / +10 Wil Changes resistances: +20% lightning Spellpower: +22 (+4 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing steel mail armour of implacability (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 10 acid / 12 fire Changes resistances: +15% acid / +17% fire Physical save: +9 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Fogweeper the stralite mail armour (15 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +28% Changes stats: +9 Con Changes resistances: +9% acid / +13% fire / -17% light / +13% darkness Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +9% temporal Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +48 (+8 eff.) Disease immunity: +20% Disarm immunity: +30% Pinning immunity: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 light Changes stats: +5 Wil Changes resistances: +25% blight / +26% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Balugoran' (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +12% lightning / +7% physical Cut immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +25% Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +85.00 Spellpower: +12 (+2 eff.) Healing mod.: +18% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 'Olytir' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Armour: +7 Changes resistances penetration: +15% blight Changes damage: +9% arcane Critical mult.: +15.00% Physical save: +13 (+3 eff.) Spell save: +21 (+5 eff.) Maximum life: +40.00 Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spellcowled elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Spell save: +13 (+3 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of dispersion (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +8 Mag / +8 Wil Changes resistances: +7% arcane When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Corpseparry (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Damage (Melee): 7 acid / 8 fire / 9 cold / 7 lightning Damage when hit (Melee): 8 arcane Changes stats: +3 Mag / +4 Wil / +3 Con Changes resistances penetration: +5% arcane Changes damage: +3% arcane Physical save: +32 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +75% When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 85% Wil, 50% Mag, 85% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * Slows global speed by 40% Damage (Melee): +19 ice / +15 physical / +28 acid / +16 fire / +13 lightning Burst (radius 1) on hit: +12 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather hat of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +24% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Thunderwilter the drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 lightning Changes stats: +4 Mag Changes resistances: +15% lightning / +13% temporal / +6% arcane Grants telepathy: Humanoid/Orc Spell save: +15 (+3 eff.) Blindness immunity: +25% Equilibrium when hit: +0.12 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +66 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Zifang the Strikewinter (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +9 Str / +8 Dex / +10 Wil Changes resistances: +15% blight / +14% cold / +3% lightning / +15% fire Changes resistances penetration: +15% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +15 (+2 eff.) Life regen: +0.20 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum life: +10.00 A hat made of leather. Very stylish. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 4.5 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6. The sound wave is so strong, your foes also take 303.55 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
852 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Base power: 15.0 - 16.5 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Armour Penetration: +1 Crit. chance: +4.0% Capacity: 10 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 716.91 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (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 after 40 turns, 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1122.01 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
This item will automatically be transmogrified when you leave the level.volcanic dragonbone wand of firewall [power 353] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 423 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fulori the Lich Adventurer level 42
11st Stralite 123rd year of Ascendancy at 01:18 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fulori the Dwarf Adventurer level 24
19th Profit 122nd year of Ascendancy at 10:07 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fulori the Lich Adventurer level 39
11st Gold 123rd year of Ascendancy at 13:47 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Fulori the Lich Adventurer level 47
22nd Stralite 123rd year of Ascendancy at 05:16 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Fulori the Lich Adventurer level 49
29th Stralite 123rd year of Ascendancy at 08:11 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fulori the Lich Adventurer level 45
20th Stralite 123rd year of Ascendancy at 11:10 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Fulori the Lich Adventurer level 42
14th Stralite 123rd year of Ascendancy at 05:02 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Fulori the Lich Adventurer level 33
21st Steel 123rd year of Ascendancy at 05:55 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fulori the Lich Adventurer level 39
14th Gold 123rd year of Ascendancy at 03:59 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fulori the Lich Adventurer level 43
18th Stralite 123rd year of Ascendancy at 00:45 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Fulori the Lich Adventurer level 32
9th Steel 123rd year of Ascendancy at 05:18 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fulori the Lich Adventurer level 32
9th Steel 123rd year of Ascendancy at 05:04 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Fulori the Lich Adventurer level 26
14th Shortage 122nd year of Ascendancy at 23:13 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Fulori the Dwarf Adventurer level 21
16th Profit 122nd year of Ascendancy at 18:41 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fulori the Lich Adventurer level 39
21st Gold 123rd year of Ascendancy at 01:20 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Fulori the Lich Adventurer level 35
4th Gold 123rd year of Ascendancy at 01:09 see stats
Got eggs? (Madness (Roguelike) difficulty)
Finish the Pikataclysm event.By Fulori the Lich Adventurer level 34
31st Steel 123rd year of Ascendancy at 07:01 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fulori the Dwarf Adventurer level 24
19th Profit 122nd year of Ascendancy at 10:01 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Fulori the Lich Adventurer level 50
29th Stralite 123rd year of Ascendancy at 10:35 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Fulori the Dwarf Adventurer level 10
26th Voratun 122nd year of Ascendancy at 20:48 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Fulori the Dwarf Adventurer level 20
15th Profit 122nd year of Ascendancy at 20:40 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Fulori the Lich Adventurer level 30
16th Shortage 122nd year of Ascendancy at 23:52 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Fulori the Lich Adventurer level 40
21st Gold 123rd year of Ascendancy at 01:20 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Fulori the Lich Adventurer level 50
29th Stralite 123rd year of Ascendancy at 08:38 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Fulori the Dwarf Adventurer level 25
30th Loss 122nd year of Ascendancy at 01:28 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Fulori the Lich Adventurer level 38
11st Gold 123rd year of Ascendancy at 02:11 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Fulori the Lich Adventurer level 30
17th Shortage 122nd year of Ascendancy at 08:09 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Fulori the Lich Adventurer level 42
28th Gold 123rd year of Ascendancy at 19:15 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Fulori the Lich Adventurer level 35
3rd Gold 123rd year of Ascendancy at 21:56 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fulori the Lich Adventurer level 28
16th Shortage 122nd year of Ascendancy at 01:31 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Fulori the Dwarf Adventurer level 17
7th Profit 122nd year of Ascendancy at 15:48 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fulori the Lich Adventurer level 44
18th Stralite 123rd year of Ascendancy at 01:50 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fulori the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 20:54 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Fulori the Dwarf Adventurer level 24
19th Profit 122nd year of Ascendancy at 10:07 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Fulori the Dwarf Adventurer level 11
3rd Acquisition 122nd year of Ascendancy at 10:43 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Fulori the Dwarf Adventurer level 24
19th Profit 122nd year of Ascendancy at 10:07 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fulori the Lich Adventurer level 30
26th Shortage 122nd year of Ascendancy at 05:25 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Fulori the Lich Adventurer level 35
3rd Gold 123rd year of Ascendancy at 21:56 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Fulori the Dwarf Adventurer level 13
3rd Profit 122nd year of Ascendancy at 11:36 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Fulori the Lich Adventurer level 35
4th Gold 123rd year of Ascendancy at 02:05 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Fulori the Lich Adventurer level 30
25th Shortage 122nd year of Ascendancy at 18:13 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fulori the Dwarf Adventurer level 22
18th Profit 122nd year of Ascendancy at 04:22 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fulori the Dwarf Adventurer level 16
6th Profit 122nd year of Ascendancy at 07:45 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fulori the Lich Adventurer level 39
11st Gold 123rd year of Ascendancy at 06:42 see stats
Log
Fulori deactivates Abyssal Shield.
Fulori deactivates Perfect Self.
Fulori deactivates Lacerating Strikes.
Fulori deactivates Shadow Feed.
Fulori deactivates Stealth.
Fulori deactivates Overkill.
Fulori deactivates Shock Hands.
Fulori deactivates Apply Poison.
Fulori deactivates Elemental Harmony.
Fulori deactivates Sickness Within, Sickness Without.
Fulori deactivates Mind Over Magic.
Fulori deactivates Exploit Weakness.
Fulori deactivates Inner Power.
Fulori deactivates Rabid Fury.
Fulori deactivates Fiery Hands.
Fulori deactivates Striking Stance.
Fulori deactivates Blood Vengeance.
Fulori deactivates Stone Vines.
Fulori deactivates Ritch Shape.
Fulori deactivates Shadow Combat.
Fulori deactivates Thermal Shield.
Fulori deactivates Willful Tormenter.
Fulori deactivates Beyond the Flesh.
Fulori deactivates Leeching Poison.
Fulori deactivates Kinetic Shield.
Fulori deactivates Blurred Mortality.
Fulori deactivates Tiger Shape.
Fulori deactivates Premonition.
Fulori deactivates Volatile Poison.
Fulori deactivates Manic Flurry.




















































































































































































