Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
Addons | Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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:
Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 144 / 69% |
Size | huge |
Lifes / Deaths | Killed by poison ooze at level 144 on the 9th Wealth 122nd year of Ascendancy at 04:36 / 1 |
Primary Stats
Strength | 406 (base 100) |
Dexterity | 247 (base 60) |
Constitution | 255 (base 66) |
Magic | 154 (base 100) |
Willpower | 189 (base 100) |
Cunning | 181 (base 100) |
Resources
Mana | 3826/3838 |
Negative | 1914/1914 |
Life | -2389/9776 |
Paradox | 300 |
Equilibrium | 52 |
Vim | 2098/2098 |
Positive | 1899/1899 |
Stamina | 2308/2308 |
Psi | 1709/1709 |
Healing Factor | 1.6847058823528 |
Regeneration | 134.28790588234 |
Speed
Mental | +107.1% |
Attack | +96.1% |
Movement | +232% |
Spell | +107.1% |
Global | +197.17029999171% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 108.95392439381 |
See Invisible | 107.95392439381 |
Offense: Mainhand
Damage | 1266 |
Accuracy | 117 |
Crit Chance | 368% |
APR | 141 |
Speed | 0.48 |
Offense: Offhand
Damage | 606 |
Accuracy | 117 |
Crit Chance | 368% |
APR | 141 |
Speed | 0.48 |
Offense: Spell
Spellpower | 187 |
Crit Chance | 100% |
Speed | 0.48285852245292 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 177 |
Crit Chance | 100% |
Speed | 0.50994390617032 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 769.30001510661 (76.666666666667%) |
Defense | 106 |
Ranged Defense | 109 |
Fatigue | 0 |
Physical Save | 140 |
Spell Save | 129 |
Mental Save | 104 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 32% |
Stun Resistance | 89% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 785 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 603% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cursed / Gloom | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 13/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 13/5 |
Spell / Eldritch shield | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 10/5 |
| 5/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.20 |
| 11/5 |
| 1/5 |
| 5/5 |
| 12/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 13/5 |
| 1/5 |
| 13/5 |
Spell / Wildfire | 1.20 |
| 1/5 |
| 5/5 |
| 10/5 |
| 13/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 1.20 |
| 7/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.20 |
| 12/5 |
| 13/5 |
| 4/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 13/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.20 |
| 14/5 |
| 14/5 |
| 7/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 14/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 7/5 |
| 12/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 14/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 1/5 |
| 14/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Willful Tormenter |
talent | Dark Ritual |
talent | Arcane Shield |
talent | Spellcraft |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Contingency |
talent | Shards |
talent | Shock Hands |
talent | Hardened Core |
talent | Wildfire |
talent | Crippling Poison |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Hymn Nocturnalist |
talent | Quicken Spells |
talent | Arcane Combat |
talent | Chant of Resistance |
talent | Apply Poison |
talent | Burning Wake |
talent | Augmentation |
talent | Eldritch Infusion |
talent | Overkill |
talent | Gloom |
talent | Lacerating Strikes |
talent | Shielding |
detrimental effect | The target is poisoned, taking 14.91 nature damage per turn and decreasing all heals received by 40%. Insidious Poison |
detrimental effect | All damage done by the target will also hurt it for 44%. Martyrdom |
beneficial effect | The target's spellpower has been increased by 42. Spellsurge |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The target is recovering 243 life each turn. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +1. | 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 93. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed naga tongue. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed pouch of luminous horror dust. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Skyglory (174% power, 1 apr) Skyglory (174% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to inflict 15% damage reduction * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +12 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +43 Physical crit. chance: +49.0% Physical power: +9 (+1 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 46% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes stats: +4 Dex / +3 Mag / +3 Wil / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +13% acid / +20% physical / +13% cold / +13% fire / +13% lightning Changes damage: +19% physical Talent granted: +5 Corrosive Cone Critical mult.: +51.00% Disarm immunity: +94% Spellpower: +10 (+1 eff.) Massive two-handed swords. |
On hands | Erelodradan the Glimmerrune (0 def, 2 armour) Erelodradan the Glimmerrune (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +33 Physical crit. chance: +25.0% Physical power: +14 (+1 eff.) Armour: +2 Effects on melee hit: * 37% chance to cause random gloom Damage (Melee): 11 lightning / 14 temporal / 51 darkness / 11 cold / 54 mind / 11 nature Damage (Ranged): 14 temporal Changes stats: +5 Str / +20 Dex / +3 Wil / +22 Cun Changes resistances: +8% lightning / +8% cold / +8% nature / +11% temporal Changes damage: +6% lightning / +8% cold / +8% nature / +7% temporal Critical mult.: +47.00% Mental save: -18 (-3 eff.) Life regen: +6.50 Stamina each turn: +1.60 Psi each turn: +0.53 Hate when firing a critical mind attack: +2.00 Spell crit. chance: +27% Mindpower: +14 (+1 eff.) Mental crit. chance: +22% When used to modify unarmed attacks: Power: 186% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Perfect Strike (45% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Second Wind (20% chance level 2). When this weapon crits: Cripple (40% chance level 3). On weapon hit: * 40% chance to cause random gloom * 40% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +28 light Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +11 lightning / +11 nature / +11 ice It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Kasin the alchemist's lamp Kasin the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances penetration: +15% arcane Physical save: +15 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +24 (+4 eff.) Mana each turn: +0.04 Mana when firing critical spell: +3.00 Maximum life: +60.00 Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Light radius: +7 See stealth: +12 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Stormspire the rough leather cap (0 def, 1 armour) Stormspire the rough leather cap (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +12 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 6 physical Changes stats: +20 Str / +9 Dex / +7 Wil / +6 Cun / +7 Con Changes resistances: +7% physical / +7% darkness / +7% blight / +9% fire / +12% mind / +6% arcane Changes resistances penetration: +15% lightning / +10% arcane Changes damage: +39% lightning Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +21 (+4 eff.) Confusion immunity: +26% Mindpower: +4 (+0 eff.) Skullcracker multiplicator: +4 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4508.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On feet | pair of dwarven-steel boots 'Flashsting' (35 def, 28 armour) pair of dwarven-steel boots 'Flashsting' (35 def, 28 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +28 Defense: +35 (+6 eff.) Fatigue: -5% Damage when hit (Melee): 12 mind / 16 lightning Changes stats: +7 Str / +4 Mag / +6 Wil / +7 Con Changes resistances: +11% acid / +22% fire / +22% cold / +11% lightning Changes damage: +9% lightning / +8% physical / +6% darkness Critical mult.: +10.00% Maximum encumbrance: +38 Physical save: +10 (+2 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.12 Spellpower: +5 (+1 eff.) Mental crit. chance: +6% Infravision radius: +6 Movement speed: +20% Size category: +1 Activating this item is instant. It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | elm wand of conjuration 'Lavabringer' [power 103] (9 cooldown) elm wand of conjuration 'Lavabringer' [power 103] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness / 8 fire Changes resistances: +3% lightning Changes resistances penetration: +10% darkness / +30% fire Changes damage: +6% lightning / +21% fire / +15% darkness Talents cooldown: Volcano (-2 turns) Strike (-2 turns) Talents granted: +4 Strike +6 Void Blast +2 Volcano Maximum vim: +8.00 It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Shockwolf Shockwolf Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +11 Physical power: +11 (+1 eff.) Defense: +20 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +13 Wil / +18 Cun Changes resistances: +31% lightning Changes resistances penetration: +15% arcane / +10% mind Changes damage: +14% lightning / +3% mind / +6% all Spell save: +33 (+5 eff.) Mental save: +17 (+3 eff.) Silence immunity: +32% Disarm immunity: +32% Confusion immunity: +59% Pinning immunity: +27% Stun/Freeze immunity: +30% Knockback immunity: +29% Life regen: +1.90 Mana each turn: +0.30 Vim when hitting in melee: +3.00 Vim when firing critical spell: +1.00 Maximum life: +27.00 Maximum mana: +60.00 Spellpower: +10 (+1 eff.) Mindpower: +28 (+3 eff.) Movement speed: +16% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. |
Around neck | Isynor IsynorPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to inflict 15% damage reduction * 5% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +2 Wil Changes resistances: +6% physical Changes resistances penetration: +10% mind Changes damage: +6% light / +7% darkness Mental save: +6 (+1 eff.) Confusion immunity: +10% Stamina each turn: +0.30 Mindpower: +5 (+0 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
In main hand | voratun shield 'Oozevengeance' (12 def, 45 armour, 100% power, 387.5 block) voratun shield 'Oozevengeance' (12 def, 45 armour, 100% power, 387.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 217% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +388 On weapon hit: * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 acid / +20 temporal / +20 nature / +38 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +45 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 60% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 38% chance to daze at end of turn * 20% chance to corrode armour by 30% Damage when hit (Melee): 20 nature / 20 temporal Changes stats: +11 Dex / +13 Con Changes resistances: +39% lightning / +20% temporal / +15% light / +19% nature / +72% acid / +20% physical / +19% blight / +28% cold / +23% darkness Maximum wards: +12 lightning / +11 temporal / +11 blight / +12 fire / +11 cold Changes damage: +6% temporal Talents granted: +5 Block +2 Ward +5 Fiery Portal Physical save: +56 (+7 eff.) Disease immunity: +10% Knockback immunity: +20% Maximum life: +106.00 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (975) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 A belt that goes around your waist. |
In off hand | Branedig (10 def, 30 armour, 100% power, 314.5 block) Branedig (10 def, 30 armour, 100% power, 314.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 208% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +314 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +36 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +30 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 34 nature Changes stats: +14 Con / +2 Mag Changes resistances: +24% acid / +18% physical / +37% lightning / +68% blight / +39% fire / +35% nature / +36% cold Reduce damage by fixed amount: +25 blight Talent granted: +4 Block Physical save: +55 (+7 eff.) Spell save: +15 (+2 eff.) Confusion immunity: +10% Mana each turn: +0.08 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +191.00 Maximum mana: +60.00 Handheld deflection devices. |
Cloak | Grinisin the Flashrain (10 def, 0 armour) Grinisin the Flashrain (10 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +10 (+1 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +16% blight / +19% fire / +16% nature / +16% light Changes resistances penetration: +10% lightning / +28% light / +25% acid Changes damage: +15% acid Stealth bonus: +11 Physical save: +22 (+3 eff.) Mental save: +18 (+3 eff.) Life regen: +2.10 Only die when reaching: -50.00 life Maximum life: +82.00 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borerothad the Loamtrial (5 def, 34 armour) Borerothad the Loamtrial (5 def, 34 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+2 eff.) Armour: +34 Defense: +5 (+1 eff.) Fatigue: +21% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire / 8 blight Changes stats: +29 Str / +10 Mag / +12 Wil / +10 Con Changes resistances: +30% acid / +45% physical / +53% darkness / -19% light / +8% mind / +45% fire / +3% nature / +20% lightning Changes damage: +9% mind Reduces incoming crit damage: 35.00% Physical save: +70 (+9 eff.) Spell save: +10 (+1 eff.) Mental save: +30 (+5 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +20.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +13% Mindpower: +25 (+3 eff.) Mental crit. chance: +9% Light radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (906.00 temporal damage, removed from time 4 turns) Rune of the Rift (906.00 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: 9 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Inflicts 1078.14 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. |
Lightningfist (187% power, 1 apr) Lightningfist (187% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 187% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease * 52% chance to daze at end of turn * 20% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +8 lightning / +12 blight / +13 mind Burst (radius 1) on hit: +4 lightning / +12 fire When wielded/worn: Armour penetration: +20 Physical crit. chance: +30.0% Damage when hit (Melee): 8 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +6% lightning Changes resistances penetration: +10% physical / +10% temporal Changes damage: +15% lightning / +10% physical / +12% arcane Critical mult.: +17.00% Spell save: +30 (+4 eff.) Disease immunity: +21% Maximum mana: +40.00 Spellpower: +2 (+0 eff.) Massive two-handed battleaxes. |
Manyrath (195% power, 6 apr) Manyrath (195% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 196% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +16 lightning Burst (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Armour: +6 Changes stats: +4 Dex / +2 Con Changes resistances penetration: +15% physical Changes damage: +25% physical Life regen: +0.20 Maximum life: +30.00 Blunt and deadly. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage) Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 91.45 darkness damage each turn for 6 turns, and has a 51% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
This item will automatically be transmogrified when you leave the level. living mindstar of venom (112% power, 40 apr, mind damage)living mindstar of venom (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +20% acid Changes resistances penetration: +17% acid Changes damage: +20% acid Life regen: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +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. resonating thorny mindstar of sand (96% power, 24 apr, nature damage)resonating thorny mindstar of sand (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power: 96% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +7% mind / +14% physical Changes resistances penetration: +6% mind / +14% physical Changes damage: +7% mind / +14% physical Psi when hit: +1.30 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +17% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 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 39 of target armor and 19% 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. |
arcing iron waraxe of vileness (160% power, 2 apr) arcing iron waraxe of vileness (160% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 161% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6 blight When wielded/worn: One-handed war axes. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
Branigas the hardened leather gloves (0 def, 23 armour) Branigas the hardened leather gloves (0 def, 23 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +32 Physical power: +14 (+1 eff.) Armour: +23 Armour Hardiness: +10% Damage (Melee): 8 acid / 11 physical / 8 fire / 7 cold / 7 lightning Damage when hit (Melee): 12 mind Changes stats: +9 Str / +23 Dex / +9 Mag / +4 Wil / +25 Cun / +15 Con Changes resistances: +9% physical / +6% temporal Changes damage: +8% physical / +7% arcane / +6% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +32 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +25 (+4 eff.) Disarm immunity: +38% Life regen: +2.40 Stamina each turn: +1.40 Hate when firing a critical mind attack: +2.00 Maximum stamina: +28.00 Mindpower: +10 (+1 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 174% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +33 Armour Penetration: +27 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Perfect Strike (45% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +13 ice / +17 physical / +14 lightning / +19 fire / +13 arcane / +19 acid Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +10 arcane / +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zeragar the Shinesaw (0 def, 1 armour) Zeragar the Shinesaw (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical crit. chance: +16.0% Physical power: +8 (+1 eff.) Armour: +1 Effects on melee hit: * 15% chance to blind Damage (Melee): 8 light / 7 mind Damage when hit (Melee): 16 light Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Cun / +2 Con Changes resistances: +6% temporal / +6% mind / +7% light Changes resistances penetration: +5% light Changes damage: +8% mind / +4% light / +5% arcane Critical mult.: +14.00% Physical save: +14 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +25% Life regen: +4.80 Stamina each turn: +1.00 Psi each turn: +0.31 Spell crit. chance: +16% Mental crit. chance: +15% Light radius: +4 When used to modify unarmed attacks: Power: 174% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (20% chance level 2). When this weapon crits: Cripple (40% chance level 1). On weapon hit: * 7% chance to blind Damage (Melee): +9 physical / +7 arcane Burst (radius 1) on hit: +4 mind / +8 light Burst (radius 2) on crit: +7 mind / +7 arcane / +16 light It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Issudenik' (0 def, 10 armour) hardened leather gloves 'Issudenik' (0 def, 10 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Physical power: +28 (+2 eff.) Armour: +10 Damage (Melee): 10 physical Damage when hit (Melee): 4 blight Changes stats: +13 Str / +5 Dex / +4 Wil / +7 Cun / +12 Con Changes resistances: +6% temporal Changes damage: +8% physical / +12% mind / +12% temporal Talent mastery: +0.20 Technique / Grappling Physical save: +39 (+5 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Disarm immunity: +114% When used to modify unarmed attacks: Power: 185% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +38 physical / +4 mind / +16 temporal Burst (radius 1) on hit: +9 physical Burst (radius 2) on crit: +10 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Scalddream' (0 def, 1 armour) iron gauntlets 'Scalddream' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 darkness / 6 mind / 7 light Changes resistances: +6% mind / +6% temporal / +6% light / +7% darkness Changes resistances penetration: +5% temporal Changes damage: +15% temporal / +4% light / +3% fire / +4% mind / +4% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 160% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 6% chance to blind * 6% chance to inflict 15% damage reduction Burst (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Aduwe the drakeskin leather cap (17 def, 14 armour)Aduwe the drakeskin leather cap (17 def, 14 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +32 Physical power: +18 (+1 eff.) Armour: +14 Defense: +17 (+3 eff.) Fatigue: +1% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 9 physical Changes stats: +28 Str / +45 Dex / +3 Mag / +12 Wil / +39 Cun / +10 Con Changes resistances: +15% lightning / +18% temporal / -40% light / +6% blight / +6% acid / +14% physical / +7% all Reduces incoming crit damage: 15.00% Physical save: +30 (+4 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +15% Stun/Freeze immunity: +15% Life regen: +6.70 Stamina when hit: +3.00 Equilibrium when hit: +2.70 Mindpower: +6 (+0 eff.) See invisible: +6 Skullcracker multiplicator: +5 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4508.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Beugorn the rough leather cap (0 def, 1 armour) Beugorn the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 24 blight Changes stats: +2 Str / +2 Mag / +2 Wil Changes resistances: +15% acid Critical mult.: +10.00% Spell save: +36 (+5 eff.) Mental save: +7 (+1 eff.) Stun/Freeze immunity: +30% Teleport immunity: +10% Mana when firing critical spell: +3.00 Light radius: +2 A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 255.79 to 767.37 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of arcana (2 def, 0 armour)aegis cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Wil / +6 Mag Life regen: +4.10 Spellpower: +5 (+1 eff.) Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour 'Betaldavea' (8 def, 4 armour) cured leather armour 'Betaldavea' (8 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Str / +1 Dex Critical mult.: +18.00% Life regen: +3.50 Stamina each turn: +1.10 Healing mod.: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide hardened leather armour of delving (3 def, 6 armour)troll-hide hardened leather armour of delving (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +16% darkness / +11% physical Life regen: +6.50 Maximum life: +54.00 Light radius: +2 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Brandhash the iron shield (4 def, 2 armour, 100% power, 19.5 block) Brandhash the iron shield (4 def, 2 armour, 100% power, 19.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 On weapon hit: * 20% chance to blind Damage (Melee): +11 lightning / +8 fire Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to daze at end of turn Damage when hit (Melee): 4 fire Changes stats: +2 Dex Changes resistances: +27% lightning / +20% fire / +0% blight Reduce damage by fixed amount: +0 blight Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
Summertide (17 def, 15 armour, 100% power, 260 block) Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 201% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +0% acid / +20% light / +10% fire / +12% mind / +15% darkness Reduce damage by fixed amount: +0 acid Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 207.14 to 258.92 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
iron shield of radiance (4 def, 2 armour, 100% power, 22.5 block) iron shield of radiance (4 def, 2 armour, 100% power, 22.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +22 Damage (Melee): +11 light When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to blind Changes stats: +3 Con / +1 Mag Changes resistances: +11% light / +0% acid Reduce damage by fixed amount: +0 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wintry iron shield of resilience (4 def, 2 armour, 100% power, 18 block)wintry iron shield of resilience (4 def, 2 armour, 100% power, 18 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 Damage (Melee): +14 cold When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 ice Changes stats: +2 Wil Changes resistances: +12% cold Talent granted: +1 Block Maximum life: +52.00 Handheld deflection devices. |
agate 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. |
488 alchemist agate 488 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 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 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 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. |
demon seed [daelach] (level 50, finger) demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, mainhand) demon seed [dolleg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dolleg] (level 50, offhand) demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 50, offhand) demon seed [dĂșathedlen] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 3, mainhand) demon seed [fire imp] (level 3, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 31, body) demon seed [fire imp] (level 31, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 4, mainhand) demon seed [fire imp] (level 4, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 5, body) demon seed [fire imp] (level 5, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +1 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, mainhand) demon seed [fire imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand) demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, finger) demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand) demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand) demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, offhand) demon seed [uruivellas] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, offhand) demon seed [uruivellas] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger) demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, mainhand) demon seed [water imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand) demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger) demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, mainhand) demon seed [wretch titan] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand) demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 11, finger) demon seed [wretchling] (level 11, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, finger) demon seed [wretchling] (level 12, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, offhand) demon seed [wretchling] (level 12, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +16% acid Reduce damage by fixed amount: +6 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 25, body) demon seed [wretchling] (level 25, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 26, body) demon seed [wretchling] (level 26, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 27, finger) demon seed [wretchling] (level 27, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 3, mainhand) demon seed [wretchling] (level 3, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger) demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, offhand) demon seed [wretchling] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 7, mainhand) demon seed [wretchling] (level 7, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst 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. |
4 quartz 4 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. |
amber 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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. |
5 citrine 5 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. |
4 zircon 4 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. |
Achievements
By Nameless the Dwarf Adventurer level 108
37th Profit 122nd year of Ascendancy at 03:38 see stats
By Nameless the Dwarf Adventurer level 52
17th Profit 122nd year of Ascendancy at 02:57 see stats
By Nameless the Dwarf Adventurer level 102
36th Profit 122nd year of Ascendancy at 20:50 see stats
By Nameless the Dwarf Adventurer level 29
15th Profit 122nd year of Ascendancy at 07:47 see stats
By Nameless the Dwarf Adventurer level 132
37th Profit 122nd year of Ascendancy at 22:51 see stats
By Nameless the Dwarf Adventurer level 10
19th Voratun 122nd year of Ascendancy at 22:56 see stats
By Nameless the Dwarf Adventurer level 20
14th Profit 122nd year of Ascendancy at 16:34 see stats
By Nameless the Dwarf Adventurer level 30
15th Profit 122nd year of Ascendancy at 11:52 see stats
By Nameless the Dwarf Adventurer level 40
16th Profit 122nd year of Ascendancy at 07:47 see stats
By Nameless the Dwarf Adventurer level 50
16th Profit 122nd year of Ascendancy at 16:43 see stats
By Nameless the Dwarf Adventurer level 59
17th Profit 122nd year of Ascendancy at 22:22 see stats
By Nameless the Dwarf Adventurer level 98
19th Profit 122nd year of Ascendancy at 20:09 see stats
By Nameless the Dwarf Adventurer level 49
16th Profit 122nd year of Ascendancy at 16:43 see stats
By Nameless the Dwarf Adventurer level 34
15th Profit 122nd year of Ascendancy at 20:17 see stats
By Nameless the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 07:51 see stats
By Nameless the Dwarf Adventurer level 50
16th Profit 122nd year of Ascendancy at 23:44 see stats
By Nameless the Dwarf Adventurer level 15
1st Acquisition 122nd year of Ascendancy at 00:34 see stats
By Nameless the Dwarf Adventurer level 35
16th Profit 122nd year of Ascendancy at 00:52 see stats
By Nameless the Dwarf Adventurer level 20
14th Profit 122nd year of Ascendancy at 16:34 see stats
Log
Poison ooze releases poisonous spores at Nameless.
Nameless become impervious to physical effects.
Nameless is poisoned!
Gigantic corrosive tunneler's acid area effect hits Nameless for 40 acid damage.
An object rolls from the chest!
But the chest was guarded!
Nameless performs a melee critical strike against Lisoriada the poison ooze!
Lisoriada the poison ooze shrugs off the critical damage!
Lisoriada the poison ooze spins fate.
Lisoriada the poison ooze splits in two!
Nameless shrugs off the critical damage!
Lisoriada the poison ooze's armor corrodes!
Nameless is less impervious to physical effects.
Nameless's beneficial effect was stripped!
Lisoriada the poison ooze slows down.
Nameless casts Flame.
Nameless's spell attains critical power!
Lisoriada the poison ooze shrugs off the critical damage!
Lisoriada the poison ooze splits in two!
Nameless shrugs off the critical damage!
Nameless shrugs off the critical damage!
Lisoriada the poison ooze is on fire!
Lisoriada the poison ooze splits in two!
Lisoriada the poison ooze splits in two!
Poison ooze splits in two!
Nameless is recovering from the damage!
Your Contingency triggered Arcane Reconstruction!
Saving game...