Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. 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. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: 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
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: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Faerie Race 1.2.3This 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 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 200 / 8617% |
Size | huge |
Lifes / Deaths | Killed by Lleekici at level 200 on the 4th Decay 122nd year of Ascendancy at 03:04 / 1 |
Primary Stats
Strength | 733 (base 100) |
Dexterity | 625 (base 100) |
Constitution | 624 (base 100) |
Magic | 266 (base 100) |
Willpower | 324 (base 100) |
Cunning | 392 (base 100) |
Resources
Mana | 6233/6233 |
Psi | 0/3618 |
Life | -263/15970 |
Stamina | 3564/3564 |
Hate | 129/129 |
Healing Factor | 2.5 |
Regeneration | 329.525 |
Speed
Mental | +126.7% |
Attack | +115.7% |
Movement | +263.62183359981% |
Spell | +126.7% |
Global | +167.75177184095% |
Vision
Sight | 10 |
Lite | 28 |
Infravision | 26 |
See Stealth | 260.65837135177 |
See Invisible | 284.65837135177 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 3669 |
Accuracy | 214 |
Crit Chance | 740% |
APR | 286 |
Speed | 0.40 |
Offense: Offhand
Damage | 2665 |
Accuracy | 214 |
Crit Chance | 736% |
APR | 286 |
Speed | 0.40 |
Offense: Spell
Spellpower | 248 |
Crit Chance | 100% |
Speed | 0.44111160123511 |
Offense: Mind
Mindpower | 229 |
Crit Chance | 100% |
Speed | 0.46360686138155 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 427.7 (60%) |
Defense | 155 |
Ranged Defense | 166 |
Fatigue | 0 |
Physical Save | 167 |
Spell Save | 167 |
Mental Save | 167 |
Defense: Resistances
All | + 20%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 50% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 2468 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 1994 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 651% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell Description: Inflicts 1691.82 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. |
Class Talents
Cunning / Artifice | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 8/5 |
| 6/5 |
| 20/5 |
| 0/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 19/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 1/5 |
| 1/5 |
| 12/5 |
| 20/5 |
Spell / Air | 1.00 |
| 1/5 |
| 7/5 |
| 5/5 |
| 6/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 20/5 |
| 5/5 |
| 20/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 15/5 |
| 8/5 |
| 7/5 |
| 13/5 |
Spell / Energy alchemy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 13/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 13/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.20 |
| 11/5 |
| 20/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.30 |
| 20/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 20/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 10/5 |
| 20/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 9/5 |
| 20/5 |
| 20/5 |
| 9/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 8/5 |
| 20/5 |
| 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 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Tempest |
talent | Feather Wind |
talent | Shock Hands |
talent | Living Lightning |
talent | Shielding |
talent | Crippling Poison |
talent | Arcane Feed |
talent | Hurricane |
talent | Shadow Feed |
talent | Cleave |
talent | Spellcraft |
talent | Lightning Infusion |
talent | Augmentation |
talent | Lacerating Strikes |
talent | Leeching Poison |
talent | Apply Poison |
talent | Venomous Ammunition |
talent | Hymn of Detection |
talent | Arcane Combat |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is recovering 438 life each turn. Recovery |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
beneficial effect | The target's combat attack is improved by 100. Attack |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 1336 - 1870 Accuracy: 232 (knife) APR: 293 Crit Chance: +759% Crit mult: 806% Uses Stats: 50% Str, 70% Dex |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 806. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed warg claw. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | elven-wood starstaff 'Mirepiercer' (227% power, 5 apr, physical element) elven-wood starstaff 'Mirepiercer' (227% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 227% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +5.0% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +36 (+3 eff.) Physical crit. chance: +89.0% Physical power: +39 (+2 eff.) Armour: +8 Defense: +52 (+6 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 16 % chance of confusion / 70 arcane / 23 fire Damage when hit (Melee): 8 nature Changes stats: +2 Str / +13 Mag / +12 Wil / +21 Con Changes resistances: +6% nature / +12% physical Maximum wards: +2 physical Changes resistances penetration: +20% arcane / +25% nature Changes damage: +6% nature / +25% physical Talents granted: +1 Command Staff +3 Ward Critical mult.: +127.00% Physical save: +12 (+0 eff.) Spell save: +11 (+0 eff.) Mental save: +12 (+1 eff.) Life regen: +4.80 Mana each turn: +0.63 Maximum mana: +528.00 Spellpower: +120 (+9 eff.) Spell crit. chance: +23% Light radius: +5 Infravision radius: +5 See invisible: +17 Healing mod.: +78% Damage Shield penetration: +84% Staves designed for wielders of magic, by the greats of the art. |
Quiver | Vorunne the Bleakreaper (22/22, 316% power, 103 apr) Vorunne the Bleakreaper (22/22, 316% power, 103 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 316% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +73 Armour Penetration: +103 Crit. chance: +72.0% Capacity: 22 On weapon hit: * 60% chance to inflict 15% damage reduction * Slows global speed by 20% * 10% chance to stun, blind, pin, or confuse the target * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 74 bleeding, 112% reduced healing * wounds the target for 7 turns: 74 bleeding, 112% reduced healing * wounds the target for 7 turns: 74 bleeding, 112% reduced healing Travel speed: +1000% Damage (Ranged): +4 lightning / +89 temporal / +75 darkness / +37 nature / +60 physical / +43 blight / +89 bleed / +20 arcane Burst (radius 1) on hit: +4 lightning / +16 darkness Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
On hands | Strikeravage the voratun gauntlets (0 def, 48 armour) Strikeravage the voratun gauntlets (0 def, 48 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +69 (+6 eff.) Armour penetration: +12 Physical crit. chance: +20.0% Armour: +48 Armour Hardiness: +30% Damage (Melee): 22 lightning / 18 light / 30 blight / 9 fire / 10 cold / 10 acid Changes stats: +29 Str / +36 Dex / +16 Mag / +15 Wil / +35 Cun / +37 Con Changes resistances: +9% lightning / +23% physical / +31% light / +20% blight / +12% mind / +10% darkness Changes damage: +23% lightning / +11% arcane / +14% light / +31% blight Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-4 turns) Critical mult.: +12.00% Physical save: +60 (+0 eff.) Mental save: +25 (+2 eff.) Disarm immunity: +132% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +64.00 Spell crit. chance: +14% Mental crit. chance: +19% Infravision radius: +1 When used to modify unarmed attacks: Power: 243% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +103 Armour Penetration: +25 Crit. chance: +99.0% Attack speed: 125% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (40% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Soul Rot (40% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 74% chance to daze at end of turn * 74% chance to cause random gloom * 15% chance to blind Damage (Melee): +29 lightning / +20 fire / +17 ice / +29 acid / +8 blight / +4 mind / +19 arcane Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +15 lightning / +45 light / +28 blight / +15 arcane / +44 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 340.61 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | dwarven lantern 'Blackreeve' dwarven lantern 'Blackreeve'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 darkness / 87 fire Changes stats: +11 Cun Changes resistances: +30% fire / +15% darkness / +15% light Changes resistances penetration: +10% blight / +5% darkness Changes damage: +6% arcane / +15% light / +18% darkness Damage affinity(heal): +5% light / +5% darkness Critical mult.: +15.00% Physical save: +20 (+0 eff.) Spell save: +31 (+0 eff.) Mental save: +43 (+4 eff.) Blindness immunity: +50% Confusion immunity: +26% Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Mindpower: +23 (+2 eff.) Mental crit. chance: +24% Light radius: +7 Infravision radius: +14 See stealth: +25 See invisible: +23 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 918.50 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Salith the Growgrinder (7 def, 10 armour) Salith the Growgrinder (7 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +10 Defense: +7 (+1 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Str / +13 Wil / +1 Cun / +3 Con Changes resistances: +19% blight / +11% physical / +6% nature / +5% all Changes resistances penetration: +20% acid Changes damage: +3% acid / +3% blight Grants telepathy: Dragon Physical save: +22 (+0 eff.) Mental save: +11 (+1 eff.) See invisible: +9 A cap made of leather. |
On feet | Glarebreacher the pair of drakeskin leather boots (0 def, 5 armour) Glarebreacher the pair of drakeskin leather boots (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: +5% Effects on melee hit: * Slows global speed by 15% * 41% chance to corrode armour by 30% Changes stats: +11 Mag / +2 Cun / +3 Con Changes resistances: +3% acid / +30% temporal / +28% darkness Changes resistances penetration: +17% temporal / +20% darkness / +10% light Changes damage: +10% acid / +8% blight Disease immunity: +48% Stamina each turn: +1.30 Maximum stamina: +39.00 Spellpower: +10 (+1 eff.) Light radius: +4 Defense after a teleport: +25 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Tool | Tigen [power 277] (9 cooldown) Tigen [power 277] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Wil Maximum wards: +14 lightning / +14 temporal / +13 blight / +14 fire / +14 cold Changes resistances penetration: +35% temporal Changes damage: +9% temporal Talents cooldown: Strike (-1 turn) Volcano (-12 turns) Talents granted: +21 Volcano +4 Strike +3 Void Blast +4 Ward Critical mult.: +20.00% Mental save: +26 (+2 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum vim: +13.00 Mindpower: +2 (+0 eff.) It can be used to fire a bolt of a random element with (base) damage 138 to 277, 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 | Velysera the Lightwire Velysera the LightwireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +66 (+6 eff.) Armour penetration: +46 Physical power: +13 (+1 eff.) Defense: +51 (+6 eff.) Effects on melee hit: * 45% chance to daze at end of turn * 18% chance to cause random gloom * 30% chance to blind Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Str / +10 Dex / +16 Wil / +36 Cun / +31 Con Changes resistances: +40% acid / +12% light / +14% blight / +15% nature / +5% arcane Changes resistances penetration: +10% light Changes damage: +20% acid / +6% arcane Critical mult.: +20.00% Physical save: +38 (+0 eff.) Spell save: +58 (+0 eff.) Mental save: +33 (+3 eff.) Poison immunity: +30% Disease immunity: +29% Disarm immunity: +98% Pinning immunity: +88% Stun/Freeze immunity: +49% Knockback immunity: +100% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum stamina: +65.00 Maximum hate: +15.00 Maximum psi: +20.00 Mindpower: +26 (+2 eff.) Light radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | voratun ring 'Flowerarc' voratun ring 'Flowerarc'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +39 (+4 eff.) Armour penetration: +17 Physical power: +80 (+4 eff.) Defense: +35 (+4 eff.) Effects on melee hit: * 18% chance to cause random gloom * Slows global speed by 51% * 35% chance to blind Damage (Melee): 50 light / 25 bleed Effects on ranged hit: * 18% chance to cause random gloom * 35% chance to blind Damage (Ranged): 47 light / 25 bleed Damage when hit (Melee): 12 acid Changes stats: +37 Str / +22 Dex / +15 Mag / +16 Wil / +59 Cun / +43 Con Changes resistances: +30% acid / +29% fire / +14% nature / +15% blight / +30% cold / +16% mind / +30% lightning Changes damage: +6% acid / +16% mind / +8% all Spell save: +53 (+0 eff.) Poison immunity: +30% Disease immunity: +27% Disarm immunity: +46% Pinning immunity: +46% Knockback immunity: +49% Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +139.00 Maximum stamina: +80.00 Maximum hate: +14.00 Spellpower: +31 (+2 eff.) Mindpower: +34 (+3 eff.) Healing mod.: +29% It can be used to activate talent Bleeding Edge, 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: 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 neck | Silumira SilumiraPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +18 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -29% Changes stats: +12 Str / +44 Dex / +16 Mag / +34 Wil / +30 Cun / +32 Con Changes resistances: +12% mind Changes resistances cap: +7% all Changes damage: +8% acid / +3% physical / +8% cold / +7% fire / +8% lightning Talent mastery: +0.40 Technique / Unarmed discipline Physical save: +115 (+0 eff.) Spell save: +50 (+0 eff.) Mental save: +103 (+11 eff.) Confusion immunity: +96% Teleport immunity: +50% Life regen: +7.10 Stamina each turn: +3.40 Maximum life: +70.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Mindpower: +52 (+4 eff.) Light radius: +1 Movement speed: +30% Healing mod.: +10% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
In main hand | Brodudrafang the voratun waraxe (255% power, 6 apr) Brodudrafang the voratun waraxe (255% 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 / waraxe ; tier 5 Power: 256% 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: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 20% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 79 bleeding, 114% reduced healing * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +18 lightning / +57 cold / +20 darkness Damage against: +20% Living When wielded/worn: Accuracy: +51 (+5 eff.) Armour penetration: +93 Physical crit. chance: +77.0% Physical power: +21 (+1 eff.) Changes stats: +6 Dex / +7 Mag / +7 Wil Changes resistances: +18% blight Changes resistances penetration: +31% acid / +39% physical / +29% darkness / +25% cold / +34% fire / +30% mind / +30% lightning Changes damage: +15% physical Critical mult.: +60.00% Poison immunity: +15% Silence immunity: +15% Spellpower: +14 (+1 eff.) One-handed war axes. |
Around waist | Lightcut LightcutPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +18 (+1 eff.) Armour: +22 Defense: +44 (+5 eff.) Changes stats: +12 Dex / +16 Mag / +28 Wil / +16 Cun / +10 Lck Changes resistances: +36% light / +15% cold / +21% darkness / +13% fire Changes resistances penetration: +20% light / +20% physical Changes damage: +23% physical / +6% darkness / +6% light Reduced damage from: +78% Summoned Critical mult.: +14.00% Trap disarming bonus: +30 Stealth bonus: +24 Physical save: +56 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +29 (+3 eff.) Life regen: +2.90 Maximum life: +220.00 Spell crit. chance: +12% Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Infravision radius: +6 Healing mod.: +26% Size category: +1 A belt that goes around your waist. |
In off hand | Gleamblur (268% power, 6 apr) Gleamblur (268% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 269% 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: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to inflict 15% damage reduction * 39% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 79 bleeding, 114% reduced healing * cripple the target Damage (Melee): +20 lightning / +38 blight / +29 cold Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +44 (+4 eff.) Armour penetration: +42 Physical crit. chance: +83.0% Physical power: +29 (+2 eff.) Armour: +15 Defense: +15 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +6 Str / +7 Dex / +2 Wil / +7 Con Changes resistances: +18% nature / +12% blight Changes resistances penetration: +17% acid / +30% physical / +14% cold / +32% fire / +12% lightning Changes damage: +6% mind / +27% physical Critical mult.: +37.00% Disease immunity: +69% Cut immunity: +15% Silence immunity: +20% Disarm immunity: +69% Stun/Freeze immunity: +10% Stamina when hit: +2.20 Maximum psi: +40.00 Light radius: +2 Global speed: +6% Blunt and deadly. |
Cloak | Turefang the Duskgash (22 def, 24 armour) Turefang the Duskgash (22 def, 24 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Armour: +24 Defense: +22 (+3 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Str / +13 Dex / +13 Mag / +14 Wil / +7 Cun / +11 Con Changes resistances: +26% temporal / +69% darkness / +12% blight / +28% cold / +12% nature Changes resistances penetration: +16% darkness Changes damage: +18% darkness Grants telepathy: All Talent mastery: +1.20 Technique / Combat training Critical mult.: +14.00% Stealth bonus: +25 Physical save: +40 (+0 eff.) Spell save: -23 (+0 eff.) Mental save: +26 (+2 eff.) Life regen: +1.40 Stamina each turn: +2.40 Mana each turn: -0.78 Maximum life: +54.00 Maximum mana: +46.00 Spell crit. chance: +10% Mental crit. chance: +5% Light radius: +3 Healing mod.: +13% Defense after a teleport: +28 Resist all after a teleport: +22% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hariharagorn the drakeskin leather armour (32 def, 24 armour) Hariharagorn the drakeskin leather armour (32 def, 24 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +47 (+3 eff.) Armour: +24 Defense: +32 (+4 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +30 Str / +31 Dex / +3 Mag / +11 Wil / +23 Cun Changes resistances: +33% acid / +24% physical / +40% light / +59% darkness / +60% fire / +30% cold / +10% arcane / +9% temporal Critical mult.: +96.00% Reduces incoming crit damage: 20.00% Physical save: +64 (+0 eff.) Spell save: +19 (+0 eff.) Mental save: +25 (+2 eff.) Cut immunity: +10% Silence immunity: +15% Only die when reaching: -60.00 life Light radius: +2 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 67 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
phase door rune (range 5; power 16; dur 4) phase door rune (range 5; power 16; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
teleportation rune of the duelist (range 692) teleportation rune of the duelist (range 692)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 692 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
copper amulet 'Xanelaith' copper amulet 'Xanelaith'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +5 (+1 eff.) Changes resistances: +13% temporal / +1% physical Changes resistances cap: +3% all Changes damage: +9% physical Physical save: +8 (+0 eff.) Blindness immunity: +12% Pinning immunity: +23% Knockback immunity: +25% Only die when reaching: -40.00 life Spell crit. chance: +4% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Arolaith the Glitterfist Arolaith the GlitterfistPowered 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: Physical power: +9 (+1 eff.) Armour: +6 Defense: +12 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +7 Str / +6 Wil / +12 Cun / +13 Con Changes resistances: +28% acid / +12% temporal / +24% light / +24% blight / +27% nature / +28% lightning Changes resistances penetration: +15% light Changes damage: +14% lightning / +12% light / +14% acid Reduces incoming crit damage: 20.00% Physical save: +18 (+0 eff.) Spell save: +30 (+0 eff.) Mental save: +9 (+1 eff.) Poison immunity: +79% Disease immunity: +65% Disarm immunity: +60% Confusion immunity: +32% Pinning immunity: +63% Knockback immunity: +64% Maximum life: +62.00 Mindpower: +7 (+1 eff.) Light radius: +3 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ce'Nann the Singedredge Ce'Nann the SingedredgePowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 4 fire Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +22% lightning / +9% darkness Changes resistances penetration: +15% fire Changes damage: +11% lightning / +6% fire / +12% darkness Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +6 (+0 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Emelisetta EmelisettaPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +35 (+3 eff.) Physical power: +11 (+1 eff.) Armour: +14 Damage when hit (Melee): 8 acid Changes stats: +14 Str / +20 Dex / +1 Wil / +16 Cun / +16 Con Changes resistances: +11% blight / +11% nature / +32% light / +15% acid Changes resistances penetration: +20% blight Changes damage: +16% light / +3% arcane Critical mult.: +10.00% Spell save: +37 (+0 eff.) Poison immunity: +22% Disease immunity: +21% Disarm immunity: +36% Pinning immunity: +33% Knockback immunity: +38% Life regen: +1.40 Maximum life: +100.00 Maximum stamina: +55.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% Healing mod.: +22% Rings can have magical properties. |
warrior's copper ring of the mountain (+11%) warrior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Demonvice (260% power, 4 apr)Demonvice (260% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 260% 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: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +54 acid When wielded/worn: Accuracy: +131 (+11 eff.) Armour penetration: +213 Physical crit. chance: +97.0% Armour: +6 Defense: +20 (+3 eff.) Fatigue: -4% Changes stats: +4 Dex Changes resistances: +12% temporal / +18% light / +6% blight / +6% mind / +14% all Changes resistances penetration: +17% acid / +166% physical / +19% nature Changes damage: +6% darkness / +42% physical Critical mult.: +79.00% Spell save: +30 (+0 eff.) Poison immunity: +10% Disarm immunity: +75% Life regen: +4.00 Massive two-handed battleaxes. |
Kindletorrent the steel battleaxe (250% power, 2 apr) Kindletorrent the steel battleaxe (250% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 251% 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: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to disease * 40% chance to inflict 15% damage reduction * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +16 acid / +16 blight / +20 cold Burst (radius 1) on hit: +14 fire Burst (radius 2) on crit: +20 light When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +26 Physical crit. chance: +40.0% Changes stats: +4 Str / +2 Con Changes resistances: +3% light Changes resistances penetration: +30% acid / +26% physical / +13% darkness / +32% lightning / +32% fire / +13% mind / +32% cold Changes damage: +6% acid / +13% physical Disease immunity: +28% Maximum life: +40.00 Maximum stamina: +30.00 Massive two-handed battleaxes. |
balanced steel battleaxe of erosion (224% power, 2 apr) balanced steel battleaxe of erosion (224% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 225% 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: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +34% Massive two-handed battleaxes. |
Moon (230% power, 30 apr) Moon (230% power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 231% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level. Starransom the iron dagger (235% power, 5 apr)Starransom the iron dagger (235% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Power: 235% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 7% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 74 bleeding, 112% reduced healing * splashes the target with acid * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +7 lightning / +7 acid / +7 blight Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +8 ice When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +6 Physical crit. chance: +48.0% Physical power: +12 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 physical Changes stats: +8 Str / +4 Dex Changes resistances penetration: +25% arcane / +6% cold Changes damage: +12% blight / +18% physical Critical mult.: +25.00% Disease immunity: +12% Stamina when hit: +2.16 Spell crit. chance: +3% Light radius: +3 Infravision radius: +3 Sharp, short and deadly. |
Unerring Scalpel (220% power, 25 apr) Unerring Scalpel (220% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 220% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+2 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel dagger of projection (221% power, 7 apr)blazebringer's dwarven-steel dagger of projection (221% power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 221% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Sharp, short and deadly. |
iron dagger (216% power, 5 apr) iron dagger (216% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 217% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (216% power, 5 apr) iron dagger (216% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 216% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Amaderoddador the voratun greatmaul (266% power, 4 apr) Amaderoddador the voratun greatmaul (266% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 267% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 53% chance to disease * 55% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +42 blight / +8 temporal Burst (radius 1) on hit: +27 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +82 Physical crit. chance: +80.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% acid / +9% temporal Changes resistances penetration: +39% acid / +17% physical / +21% darkness / +21% cold / +24% fire / +21% mind / +20% lightning Changes damage: +3% acid / +21% physical / +9% blight / +12% temporal Critical mult.: +84.00% Massive two-handed mauls. |
Bill's Tree Trunk (230% power, 7 apr) Bill's Tree Trunk (230% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 231% Range: 1.7x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steel greatmaul 'Scabvile' (229% power, 2 apr) steel greatmaul 'Scabvile' (229% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 230% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 79 bleeding, 114% reduced healing Damage (Melee): +16 lightning / +32 light / +16 darkness Burst (radius 2) on crit: +42 ice Damage against: +40% Undead / +16% Living When wielded/worn: Accuracy: +62 (+6 eff.) Armour penetration: +52 Physical crit. chance: +38.0% Physical power: +13 (+1 eff.) Armour: +25 Defense: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +16 Str / +5 Dex / +5 Mag / +18 Wil / +5 Cun / +5 Con Changes resistances: +7% arcane Changes resistances penetration: +13% lightning / +26% cold / +26% physical / +15% blight Changes damage: +25% physical Critical mult.: +40.00% Spell save: +9 (+0 eff.) Disarm immunity: +39% Stamina when hit: +4.00 Spell crit. chance: +4% Damage Shield penetration: +30% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking iron greatsword (219% power, 1 apr)truestriking iron greatsword (219% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 219% 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% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword of amnesia (253% power, 4 apr)truestriking voratun greatsword of amnesia (253% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 253% 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: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Changes resistances penetration: +20% physical Massive two-handed swords. |
voratun greatsword 'Isleyatira' (276% power, 7 apr) voratun greatsword 'Isleyatira' (276% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 277% 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: +7 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 98% chance to corrode armour by 30% On weapon crit: * splashes the target with acid * cripple the target * wounds the target for 7 turns: 79 bleeding, 114% reduced healing Damage Shield penetration (this weapon only): +60% Damage (Melee): +27 acid / +56 darkness Burst (radius 2) on crit: +42 ice / +28 fire / +8 physical Damage against: +56% Living When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +86 Physical crit. chance: +187.0% Physical power: +34 (+2 eff.) Armour: +39 Defense: +21 (+3 eff.) Changes stats: +10 Con Changes resistances: +9% arcane / +13% all Changes resistances penetration: +42% acid / +60% physical / +21% fire / +20% nature / +21% cold Critical mult.: +82.00% Disarm immunity: +119% Life regen: +8.00 Global speed: +8% Massive two-handed swords. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 210% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating yew longbowpenetrating yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 210% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances penetration: +26% physical Damage Shield penetration: +54% Longbows are used to shoot arrows at your foes. |
Mayusenn the dwarven-steel longsword (228% power, 4 apr) Mayusenn the dwarven-steel longsword (228% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 228% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% 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): +13 lightning / +8 temporal / +13 nature Burst (radius 2) on crit: +13 fire When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +22 Physical crit. chance: +11.0% Fatigue: -2% Changes stats: +2 Mag / +3 Wil / +1 Cun / +1 Con Changes resistances: +18% blight / +9% temporal / +7% all Changes resistances penetration: +10% blight / +11% fire / +11% nature / +22% physical Changes damage: +11% physical / +6% temporal Global speed: +4% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel longsword of evisceration (218% power, 3 apr)acidic steel longsword of evisceration (218% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 219% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 79 bleeding, 114% reduced healing Damage (Melee): +11 acid When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Sharp, long, and deadly. |
flaming iron longsword (217% power, 2 apr) flaming iron longsword (217% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 217% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, long, and deadly. |
iron longsword (216% power, 2 apr) iron longsword (216% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 217% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (218% power, 2 apr) iron longsword (218% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 218% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword 'Halagas' (218% power, 2 apr) iron longsword 'Halagas' (218% power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 218% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +14 insidious poison Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +13% Maximum life: +20.00 Healing mod.: +5% Sharp, long, and deadly. |
iron mace 'Lisina' (222% power, 2 apr) iron mace 'Lisina' (222% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Power: 222% 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: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom * Projects up to 4 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * Projects up to 4 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 mind / +8 darkness Damage against: +8% Living When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +4 Mag / +3 Wil / +2 Cun Changes resistances penetration: +9% acid / +15% temporal / +7% darkness / +9% lightning / +9% fire / +7% mind / +9% cold Changes damage: +9% blight / +3% temporal / +6% arcane Maximum mana: +20.00 Spellpower: +10 (+1 eff.) Damage Shield penetration: +40% Blunt and deadly. |
steel mace 'Torchstriker' (220% power, 3 apr) steel mace 'Torchstriker' (220% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 221% 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: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 9% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +9 lightning When wielded/worn: Damage when hit (Melee): 4 nature / 4 fire Changes resistances: +3% nature / +9% fire Changes resistances penetration: +20% fire Changes damage: +6% nature / +9% fire Blunt and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 761.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (75% power, 12 apr, nature damage) mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 210% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 210% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Greenstalker (216% power, 2 apr, physical element) Greenstalker (216% power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Power: 217% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to inflict 15% damage reduction Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Wil / +2 Mag Changes resistances: +3% nature Changes damage: +12% nature / +10% physical Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Maximum mana: +28.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 231% Range: 1.1x Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+2 eff.) Spellpower: +20 (+1 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 900 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Staff of Destruction (223% power, 4 apr, fire element) Staff of Destruction (223% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 224% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Stokepunish (223% power, 4 apr, physical element) Stokepunish (223% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 224% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 1) on hit: +4 nature / +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +20 (+2 eff.) Physical crit. chance: +24.0% Physical power: +22 (+1 eff.) Damage when hit (Melee): 12 arcane Changes resistances penetration: +27% fire Changes damage: +20% physical / +6% nature / +9% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.56 Maximum mana: +72.00 Spellpower: +55 (+4 eff.) Spell crit. chance: +27% It can be used to unleash an elemental blastwave, dealing 767.14 to 920.57 physical damage in a radius 4 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (216% power, 2 apr, acid element) elm vilestaff (216% power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 217% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater ash magestaff of wizardry (220% power, 3 apr, cold element)greater ash magestaff of wizardry (220% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 220% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +16 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Betawe the iron waraxe (217% power, 2 apr) Betawe the iron waraxe (217% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 217% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +10.00% Mental save: +6 (+0 eff.) Disarm immunity: +13% Heals friendly targets nearby when you use a nature summon: +20 One-handed war axes. |
Eclipsebutcher the voratun waraxe (241% power, 6 apr) Eclipsebutcher the voratun waraxe (241% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 241% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 40% chance to cause random gloom * 21% chance to disease * 50% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 79 bleeding, 114% reduced healing * cripple the target Damage (Melee): +27 blight / +12 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +45 Physical crit. chance: +57.0% Physical power: +15 (+1 eff.) Defense: +12 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Dex Changes resistances: +6% mind / +10% all Changes resistances penetration: +5% lightning / +15% physical / +14% nature Changes damage: +6% darkness / +15% physical Critical mult.: +38.00% Disarm immunity: +44% One-handed war axes. |
Isinne the Galetaint (230% power, 5 apr) Isinne the Galetaint (230% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 231% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to daze at end of turn * 20% chance to curse the target Damage (Melee): +14 light Burst (radius 1) on hit: +12 mind / +10 fire Burst (radius 2) on crit: +8 mind Damage against: +19% Undead When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +1 Cun / +5 Str Changes resistances: +9% lightning Changes damage: +10% physical Stamina when hit: +1.50 Maximum hate: +2.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% One-handed war axes. |
acidic iron waraxe of daylight (216% power, 2 apr) acidic iron waraxe of daylight (216% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 217% 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 crit: * splashes the target with acid Damage (Melee): +5 acid / +5 light Damage against: +5% Undead One-handed war axes. |
iron waraxe of erosion (217% power, 2 apr) iron waraxe of erosion (217% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 218% 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% Damage (Melee): +5 nature / +6 temporal One-handed war axes. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Defense: +8 (+1 eff.) Stealth bonus: +6 Spell save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Blazecrack' rough leather belt 'Blazecrack'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes damage: +3% lightning Reduced damage from: +15% Summoned Spell save: +6 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Hetteziladur the Infernoquarry (13 def, 0 armour) Hetteziladur the Infernoquarry (13 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Defense: +13 (+2 eff.) Fatigue: -9% Changes stats: +12 Str / +11 Dex / +7 Mag / +6 Cun / +12 Con Changes resistances: +18% blight / +3% fire / +38% darkness / +15% nature Changes resistances penetration: +28% darkness / +20% blight Changes damage: +34% darkness / +6% fire Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 21.00% Stealth bonus: +33 Physical save: +33 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +20 (+2 eff.) Life regen: +2.20 Stamina each turn: +1.00 Mana each turn: -0.40 Maximum life: +155.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (9 def, 3 armour) Yeek-fur Robe (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's silk robe of life (3 def, 0 armour)tormentor's silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Cun Changes resistances: +15% blight Critical mult.: +18.00% Life regen: +4.50 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating 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: +3 (+0 eff.) Fatigue: +1% Changes resistances: +5% cold / +5% fire A pair of boots made of leather. |
Aressra (0 def, 9 armour) Aressra (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +7 Physical power: +8 (+1 eff.) Armour: +9 Armour Hardiness: +7% Damage (Melee): 7 blight Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Cun / +7 Con Changes resistances: +6% blight / +5% physical Changes damage: +5% blight / +17% arcane / +9% mind Physical save: +6 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +22 (+2 eff.) Disarm immunity: +26% Vim when firing critical spell: +2.00 Spell crit. chance: +4% Mental crit. chance: +4% When used to modify unarmed attacks: Power: 217% 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: +13 Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). Damage (Melee): +7 arcane Burst (radius 2) on crit: +7 blight / +7 arcane 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. |
Cobraquarry (0 def, 17 armour) Cobraquarry (0 def, 17 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +43 Physical crit. chance: +14.0% Physical power: +16 (+1 eff.) Armour: +17 Effects on melee hit: * 57% chance to cause random gloom Damage (Melee): 11 fire / 88 mind / 80 darkness Changes stats: +4 Str / +27 Dex / +3 Mag / +32 Cun / +15 Con Changes resistances: +8% darkness / +14% fire / +20% mind / +8% light Changes damage: +8% mind / +8% fire Critical mult.: +11.00% Physical save: +86 (+0 eff.) Spell save: +24 (+0 eff.) Mental save: +34 (+3 eff.) Poison immunity: +15% Disarm immunity: +139% Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +191.00 Maximum stamina: +10.00 Spell crit. chance: +14% Mindpower: +22 (+2 eff.) Mental crit. chance: +14% Infravision radius: +2 Healing mod.: +20% When used to modify unarmed attacks: Power: 252% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +62 Armour Penetration: +41 Crit. chance: +16.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Perfect Strike (60% chance level 3). When this weapon hits: Battle Shout (30% chance level 3). When this weapon hits: Reproach (30% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage Shield penetration (this weapon only): +10% Damage (Melee): +57 physical Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +34 darkness / +10 fire / +11 mind / +34 light 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% Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 214% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 352.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Issohek the Fogwisp (0 def, 61 armour) Issohek the Fogwisp (0 def, 61 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +44 (+4 eff.) Armour penetration: +14 Armour: +61 Armour Hardiness: +21% Damage (Melee): 5 acid / 5 fire / 19 cold / 13 arcane / 4 lightning Damage when hit (Melee): 8 mind / 16 physical Changes stats: +6 Str / +19 Dex / +16 Mag / +12 Wil / +14 Cun / +23 Con Changes resistances: +17% physical / +6% darkness / +12% cold / +19% arcane / +6% mind Changes resistances penetration: +20% arcane / +25% darkness Changes damage: +5% arcane / +10% cold Talent cooldown: Double Strike (-2 turns) Critical mult.: +3.00% Physical save: +34 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +31 (+3 eff.) Disarm immunity: +51% Life regen: +3.10 Stamina each turn: +1.60 Maximum life: +169.00 Maximum stamina: +32.00 When used to modify unarmed attacks: Power: 233% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +51 Armour Penetration: +15 Crit. chance: +26.0% Attack speed: 125% When this weapon hits: Perfect Strike (30% chance level 1). When this weapon hits: Stone Touch (15% chance level 1). When this weapon hits: Manathrust (20% chance level 6). When this weapon hits: Ice Breath (20% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Set Up (20% chance level 1). When this weapon hits: Slumber (20% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (30% chance level 1). Damage Shield penetration (this weapon only): +20% Damage (Melee): +7 ice / +9 physical / +9 lightning / +9 fire / +20 arcane / +6 acid Burst (radius 2) on crit: +14 ice / +6 arcane 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). Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 222% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1626.33 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +5 Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str / +3 Dex / +2 Cun Changes resistances: +5% blight Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+0 eff.) Spell save: +9 (+0 eff.) When used to modify unarmed attacks: Power: 215% 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: +4 Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 1). On weapon hit: * Slows global speed by 11% * 11% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 218% 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% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 215% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 542.47 mind damage and cripples the target's higher mental functions, reducing cunning by 52 and confusing (44% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour) insulating rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% cold / +5% fire A cap made of leather. |
Aryyalrabeth the hardened leather armour (3 def, 12 armour) Aryyalrabeth the hardened leather armour (3 def, 12 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 4 physical / 12 temporal Changes stats: +2 Dex Changes resistances: +24% acid / +23% cold Physical save: +12 (+0 eff.) Life regen: +0.40 Maximum stamina: +10.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Zubareda (41 def, 8 armour) Zubareda (41 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+2 eff.) Armour: +8 Defense: +41 (+5 eff.) Ranged Defense: +16 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage (Melee): 43 acid / 40 fire Damage when hit (Melee): 31 acid / 32 fire / 12 blight / 20 physical Changes stats: +35 Str / +24 Dex / +10 Mag / +12 Wil / +5 Cun Changes resistances: +57% acid / +15% physical / +19% darkness / +49% lightning / +12% blight / +60% fire / +9% mind / +10% arcane Changes damage: +3% arcane Physical save: +37 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +25 (+2 eff.) Maximum psi: +30.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +10% Mindpower: +33 (+3 eff.) Mental crit. chance: +10% Light radius: +2 Movement speed: +20% 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 67 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's cured leather armour (8 def, 4 armour)marauder's cured leather armour (8 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Fatigue: +7% Changes stats: +6 Str / +5 Dex Physical save: +11 (+0 eff.) A suit of armour made of leather. |
prismatic rough leather armour (1 def, 2 armour) prismatic rough leather armour (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +11% light / +11% darkness A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
iron shield (4 def, 2 armour, 21 block) iron shield (4 def, 2 armour, 21 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 23 block) iron shield (4 def, 2 armour, 23 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Layywen the quiver of dragonbone arrows (20/20, 245% power, 18 apr) Layywen the quiver of dragonbone arrows (20/20, 245% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 246% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 59% chance to disease * 20% chance to torment the target * Random elemental explosion Damage (Ranged): +8 acid / +29 darkness / +60 blight / +27 cold / +30 mind Burst (radius 1) on hit: +12 mind / +27 fire Burst (radius 2) on crit: +12 mind / +8 acid Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (15/15, 219% power, 5 apr) quiver of elm arrows (15/15, 219% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 220% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
12 agate 12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
679 alchemist agate 679 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. |
8 onyx 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. |
14 aquamarine 14 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 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. |
17 opal 17 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 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. |
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. |
iron pickaxe 'Yarymasta' (dig speed 8 turns) iron pickaxe 'Yarymasta' (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Damage when hit (Melee): 20 physical Changes stats: +1 Str / +3 Con Changes resistances: +13% darkness / +6% fire Damage affinity(heal): +15% darkness Physical save: +6 (+0 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 Maximum stamina: +21.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all 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. |
jade 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 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. |
3 turquoise 3 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (267 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 1053.00 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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. |
pouch of iron shots (14/14, 218% power, 1 apr) pouch of iron shots (14/14, 218% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 219% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
15 amethyst 15 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. |
13 quartz 13 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 amber 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. |
7 ametrine 7 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. |
7 citrine 7 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. |
10 zircon 10 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 Lleekici the Ghoul Adventurer level 200
17th Haze 122nd year of Ascendancy at 17:26 see stats
By Lleekici the Ghoul Adventurer level 156
8th Haze 122nd year of Ascendancy at 05:57 see stats
By Lleekici the Ghoul Adventurer level 200
20th Haze 122nd year of Ascendancy at 12:52 see stats
By Lleekici the Ghoul Adventurer level 51
6th Dusk 122nd year of Ascendancy at 18:33 see stats
By Lleekici the Ghoul Adventurer level 84
49th Dusk 122nd year of Ascendancy at 09:29 see stats
By Lleekici the Ghoul Adventurer level 200
57th Haze 122nd year of Ascendancy at 08:28 see stats
By Lleekici the Ghoul Adventurer level 200
20th Haze 122nd year of Ascendancy at 12:52 see stats
By Lleekici the Ghoul Adventurer level 94
50th Dusk 122nd year of Ascendancy at 12:18 see stats
By Lleekici the Ghoul Adventurer level 200
17th Haze 122nd year of Ascendancy at 07:29 see stats
By Lleekici the Ghoul Adventurer level 55
7th Dusk 122nd year of Ascendancy at 03:28 see stats
By Lleekici the Ghoul Adventurer level 10
79th Pyre 122nd year of Ascendancy at 16:29 see stats
By Lleekici the Ghoul Adventurer level 20
3rd Dusk 122nd year of Ascendancy at 15:53 see stats
By Lleekici the Ghoul Adventurer level 30
4th Dusk 122nd year of Ascendancy at 19:00 see stats
By Lleekici the Ghoul Adventurer level 40
6th Dusk 122nd year of Ascendancy at 00:59 see stats
By Lleekici the Ghoul Adventurer level 50
6th Dusk 122nd year of Ascendancy at 17:59 see stats
By Lleekici the Ghoul Adventurer level 200
63rd Haze 122nd year of Ascendancy at 22:55 see stats
By Lleekici the Ghoul Adventurer level 92
49th Dusk 122nd year of Ascendancy at 17:27 see stats
By Lleekici the Ghoul Adventurer level 93
49th Dusk 122nd year of Ascendancy at 23:06 see stats
By Lleekici the Ghoul Adventurer level 80
36th Dusk 122nd year of Ascendancy at 07:52 see stats
By Lleekici the Ghoul Adventurer level 80
10th Dusk 122nd year of Ascendancy at 18:33 see stats
By Lleekici the Ghoul Adventurer level 63
9th Dusk 122nd year of Ascendancy at 23:13 see stats
By Lleekici the Ghoul Adventurer level 43
6th Dusk 122nd year of Ascendancy at 09:38 see stats
By Lleekici the Ghoul Adventurer level 200
4th Decay 122nd year of Ascendancy at 03:04 see stats
By Lleekici the Ghoul Adventurer level 12
6th Mirth 122nd year of Ascendancy at 03:39 see stats
By Lleekici the Ghoul Adventurer level 81
49th Dusk 122nd year of Ascendancy at 07:43 see stats
By Lleekici the Ghoul Adventurer level 19
1st Dusk 122nd year of Ascendancy at 10:35 see stats
By Lleekici the Ghoul Adventurer level 30
4th Dusk 122nd year of Ascendancy at 19:00 see stats
By Lleekici the Ghoul Adventurer level 18
7th Flare 122nd year of Ascendancy at 00:53 see stats
By Lleekici the Ghoul Adventurer level 200
17th Haze 122nd year of Ascendancy at 10:40 see stats
Log
Lleekici shrugs off the critical damage!
Lleekici's mind surges with critical power!
Ogre rune-spinner shrugs off the critical damage!
Lleekici shrugs off the critical damage!
Lleekici's mind surges with critical power!
Lleekici shrugs off the critical damage!
Lleekici performs a melee critical strike against Ogre rune-spinner!
An elite foe has fallen to your hate! (+76 hate)
Lleekici performs a melee critical strike against Ogre rune-spinner!
Lleekici's mind surges with critical power!
Ogric abomination shrugs off the critical damage!
Lleekici shrugs off the critical damage!
Lleekici's mind surges with critical power!
Lleekici performs a melee critical strike against Ogric abomination!
An elite foe has fallen to your hate! (+76 hate)
Lleekici shrugs off the critical damage!
Lleekici performs a melee critical strike against Ogric abomination!
Lleekici performs a melee critical strike against Ogre rune-spinner!
Lleekici performs a melee critical strike against Ogre mauler!
Lleekici shrugs off the critical damage!
You fight through the pain! (+7 hate)
Lleekici performs a melee critical strike against Ogre mauler!
Your hatred grows even as your life fades! (+225 hate)
Lleekici is recovering from the damage!
Lleekici performs a melee critical strike against Ogre mauler!
Lleekici shrugs off the critical damage!
Your hatred grows even as your life fades! (+20 hate)
Your hate has conquered a great adversary! (+24 hate)
Personal New Achievement: Take you with me (Roguelike) (Uniques)!
Saving game...