Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/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. 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. 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
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 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: Items Vault 1.4.8Donators/Buyers bonus! 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. Select your Escorts 1.4.8Allows 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. 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dark Faerie |
Class | Adventurer |
Level / Exp | 99 / 66% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 293 (base 61) |
Dexterity | 277 (base 60) |
Constitution | 211 (base 60) |
Magic | 155 (base 80) |
Willpower | 183 (base 100) |
Cunning | 215 (base 100) |
Resources
Mana | 2480/2590 |
Psi | 2064/2130 |
Vim | 1392/1392 |
Life | 4794/4824 |
Hate | 114/114 |
Stamina | 1676/1732 |
Equilibrium | 0 |
Healing Factor | 1.51 |
Regeneration | 103.2991 |
Speed
Mental | +285.95783972205% |
Attack | +95.35% |
Movement | +216% |
Spell | +443.72601580117% |
Global | +208.69000792505% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 12 |
See Stealth | 14 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 967 |
Accuracy | 137 |
Crit Chance | 275% |
APR | 162 |
Speed | 0.23 |
Offense: Offhand
Damage | 782 |
Accuracy | 137 |
Crit Chance | 277% |
APR | 162 |
Speed | 0.23 |
Offense: Spell
Spellpower | 160 |
Crit Chance | 100% |
Speed | 0.18391615831119 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 155 |
Crit Chance | 100% |
Speed | 0.51190171487074 |
Offense: Damage Bonus
All | +179% |
Defense: Base
Armour (hardiness) | 149.7 (41%) |
Defense | 118 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 121.9 |
Spell Save | 106.9 |
Mental Save | 121 |
Defense: Resistances
All | + 81%( 75%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 75% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 96% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1510 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 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 771 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (18% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1434% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 1/5 |
Psionic / Solipsism | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Arcane | 1.00 |
| 1/5 |
| 9/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Spell / Enhancement | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 9/5 |
Technique / Magical combat | 1.00 |
| 6/5 |
| 6/5 |
| 9/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 5/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Technique / Dual weapons | 1.00 |
| 6/5 |
| 9/5 |
| 5/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 9/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 5/5 |
| 9/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Psionic / Mentalism | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Race / Dark-faerie | 1.00 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 9/5 |
| 3/5 |
| 5/5 |
| 9/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 8/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 8/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Deadly Poison |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Arcane Power |
talent | Shock Hands |
talent | Pure Aether |
talent | Shielding |
talent | Crippling Poison |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Quicken Spells |
talent | Cleave |
talent | Chant of Resistance |
talent | Augmentation |
talent | Hymn of Perseverance |
talent | Lacerating Strikes |
talent | Fiery Hands |
talent | Spellcraft |
talent | Precision |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +336% Combat Speed: +168% All Damage: +179% |
beneficial effect | Parrying melee attacks: Has a 38% chance to deflect up to 180 damage from the next 3.8 attack(s). Parrying |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Escort the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest) | active |
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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * You've found the needed giant spider spinneret. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within | 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 | Golden Three-Edged Sword 'The Truth' (201% power, 9 apr) Golden Three-Edged Sword 'The Truth' (201% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Power: 202% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Gilidor the Bogire (0 def, 17 armour) Gilidor the Bogire (0 def, 17 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +17 Armour Hardiness: +11% Damage (Melee): 11 blight / 14 temporal Damage (Ranged): 14 temporal Changes stats: +4 Str / +4 Wil / +2 Cun / +23 Con Changes resistances: +8% blight / +9% physical / +11% temporal Changes resistances penetration: +10% mind Changes damage: +7% blight / +8% temporal / +18% mind Talent mastery: +0.20 Technique / Grappling Physical save: +41 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +44 (+7 eff.) Disarm immunity: +106% Hate when firing a critical mind attack: +1.00 Maximum life: +64.00 Mental crit. chance: +2% When used to modify unarmed attacks: Power: 182% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). On weapon hit: * 40% chance to cause random gloom * Slows global speed by 40% * 11% chance to gain 10% of a turn Damage (Melee): +36 physical Burst (radius 2) on crit: +11 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Changes damage: +6% blight / +6% darkness Spellpower: +30 (+3 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | Zubilemira (0 def, 5 armour) Zubilemira (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +10 Str / +17 Dex / +3 Mag / +7 Wil / +5 Cun / +5 Con Changes resistances: +30% blight / +15% cold / +39% darkness / +14% fire Changes resistances penetration: +5% physical Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +45 (+7 eff.) Mana when firing critical spell: +4.00 Infravision radius: +7 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 8490.9 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On feet | pair of iron boots 'Betariamira' (4 def, 8 armour) pair of iron boots 'Betariamira' (4 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: -4% Changes stats: +3 Str / +7 Mag / +4 Wil / +1 Cun / +3 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +10% blight Changes damage: +6% acid / +9% blight Maximum encumbrance: +26 Physical save: +7 (+0 eff.) Mental save: +22 (+4 eff.) Disease immunity: +26% Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +26% Mana each turn: +0.18 Maximum mana: +27.00 Maximum hate: +6.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +6% Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Pitchrage [power 49] (10 cooldown) Pitchrage [power 49] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze * 15% chance to inflict damage reduction Changes stats: +3 Cun / +2 Str Maximum wards: +4 physical / +7 mind / +7 darkness Changes resistances penetration: +5% darkness Changes damage: +6% lightning Grants telepathy: Dragon Talents cooldown: Telekinetic Blast (+20 turn) Silence (+5 turn) Talents granted: +14 Telekinetic Blast +4 Silence +2 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ebonypyre the voratun ring Ebonypyre the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +16 Physical power: +28 (+3 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +10 Str / +10 Dex / +8 Mag / +8 Wil / +10 Cun / +8 Con Changes damage: +6% mind / +6% darkness Silence immunity: +44% Stun/Freeze immunity: +50% Life regen: +4.10 Mana each turn: +0.40 Maximum hate: +8.00 Spellpower: +29 (+3 eff.) Mindpower: +23 (+3 eff.) Mental crit. chance: +6% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | gold ring 'Duvenarigar' gold ring 'Duvenarigar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +14 (+3 eff.) Changes stats: +7 Dex / +12 Mag / +9 Wil / +21 Cun Changes resistances: +16% mind / +6% temporal Changes resistances penetration: +10% mind Changes damage: +22% mind / +6% temporal Mental save: +10 (+2 eff.) Blindness immunity: +35% Stun/Freeze immunity: +38% Life regen: +2.60 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Spellpower: +22 (+2 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +5 See stealth: +14 See invisible: +11 Rings can have magical properties. |
Around neck | gold amulet 'Borurefang' gold amulet 'Borurefang'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +14 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: -2% Effects on melee hit: * 50% chance to gain 10% of a turn Changes stats: +6 Dex / +4 Mag / +4 Wil / +15 Con Changes resistances: +3% physical Changes resistances cap: +5% all Changes damage: +6% light / +7% temporal / +7% darkness / +15% physical Critical mult.: +16.00% Physical save: +77 (+3 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +17% Life regen: +3.90 Only die when reaching: -40.00 life Maximum life: +120.00 Maximum stamina: +15.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +3% Mindpower: +11 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
In main hand | voratun mace 'Velith' (209% power, 6 apr) voratun mace 'Velith' (209% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 210% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target Damage (Melee): +17 mind Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +43 (+6 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +7 Str / +7 Dex / +3 Wil / +2 Cun Changes resistances penetration: +15% fire / +15% mind / +13% darkness Changes damage: +6% acid / +15% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +20 (+3 eff.) Disarm immunity: +47% Stamina when hit: +2.50 Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Global speed: +6% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Around waist | Flowerrune the drakeskin leather belt Flowerrune the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 43% Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +13% blight / +3% nature / +12% acid Changes resistances penetration: +5% nature / +20% physical Changes damage: +9% nature / +25% physical Reduced damage from: +44% Summoned Physical save: +6 (+0 eff.) Spell save: +18 (+2 eff.) Mental save: +15 (+3 eff.) Silence immunity: +5% Spellpower: +11 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +15% Size category: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Curebliss (195% power, 6 apr) Curebliss (195% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 196% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 70% chance to cause random gloom * Slows global speed by 40% * 30% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 darkness / +12 nature / +30 blight / +36 mind Burst (radius 1) on hit: +4 mind / +8 nature Damage against: +20% Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +15 Physical crit. chance: +29.0% Physical power: +14 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 lightning Changes stats: +7 Dex / +9 Wil / +12 Cun Changes resistances: +3% lightning Changes resistances penetration: +10% mind Changes damage: +3% lightning Critical mult.: +20.00% Sharp, long, and deadly. |
Cloak | Brenotoldil the Shadowrigor (3 def, 0 armour) Brenotoldil the Shadowrigor (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +21 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +10 Str / +23 Dex / +18 Cun / +10 Con Changes resistances: +20% blight / +19% nature / +6% darkness Changes damage: +9% blight / +6% physical Talent mastery: +0.40 Technique / Combat training Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Physical save: +72 (+3 eff.) Spell save: -30 (-2 eff.) Mental save: +45 (+7 eff.) Life regen: +3.00 Stamina each turn: +1.50 Mana each turn: -0.55 Only die when reaching: -150.00 life Maximum life: +30.00 Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lightningwild (12 def, 7 armour) Lightningwild (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze Changes stats: +7 Str / +7 Dex / +7 Wil / +8 Cun Changes resistances: +27% lightning / +3% blight / +27% cold / +9% mind / +3% acid Changes resistances penetration: +25% lightning / +10% acid / +10% blight Changes damage: +6% lightning Physical save: +17 (+1 eff.) Mental save: +39 (+6 eff.) Life regen: +12.60 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +26% A suit of armour made of leather. |
Inventory
Shimmerwell ShimmerwellPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -14% Effects on melee hit: * 15% chance to daze Changes stats: +12 Dex / +12 Cun / +12 Con Changes resistances: +6% acid Changes damage: +15% blight / +9% fire / +3% arcane Critical mult.: +14.00% Physical save: +16 (+1 eff.) Spell save: +35 (+2 eff.) Mental save: +16 (+3 eff.) Blindness immunity: +44% Cut immunity: +120% Life regen: +1.50 Stamina each turn: +1.50 Maximum mana: +40.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Infravision radius: +12 Sight radius: +4 See invisible: +18 Movement speed: +20% Healing mod.: +32% Damage Shield penetration: +20% Defense after a teleport: +18 Resist all after a teleport: +8% New effects duration reduction after a teleport: +30% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 711 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Unlightclamor the copper ring Unlightclamor the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning / +9% darkness Changes resistances penetration: +25% arcane Changes damage: +11% lightning / +3% arcane Spell save: +11 (+1 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +7 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. |
Chalekan the Coalspike (181% power, 1 apr) Chalekan the Coalspike (181% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +56 insidious poison / +12 mind Burst (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +20 Physical crit. chance: +30.0% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +36% acid / +6% darkness / +6% all Changes resistances penetration: +10% nature Critical mult.: +34.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Zydunarand the Radiancepride (207% power, 4 apr) Zydunarand the Radiancepride (207% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 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: 208% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +27 cold Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +3 Physical crit. chance: +17.0% Changes stats: +7 Str Changes resistances penetration: +24% acid / +21% darkness / +21% cold / +20% fire / +16% mind / +24% lightning Changes damage: +13% physical Critical mult.: +10.00% Spell save: +3 (+0 eff.) Stamina when hit: +4.00 Maximum mana: +80.00 Spellpower: +4 (+0 eff.) Massive two-handed battleaxes. |
iron battleaxe 'Aryyadig' (170% power, 1 apr) iron battleaxe 'Aryyadig' (170% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to disease * Random elemental explosion Damage (Melee): +14 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Damage when hit (Melee): 12 blight Changes resistances penetration: +12% acid / +10% blight / +12% fire / +13% cold / +12% lightning Changes damage: +15% blight / +6% arcane Critical mult.: +17.00% Massive two-handed battleaxes. |
Aluthel (164% power, 5 apr) Aluthel (164% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Power: 164% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to daze * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 2) on crit: +8 arcane / +4 temporal When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
Moon (185% power, 30 apr) Moon (185% power, 30 apr)Requires: - Cunning 24 - Dexterity 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: 185% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical 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. |
Ravenoozer the steel dagger (167% power, 6 apr) Ravenoozer the steel dagger (167% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 168% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 temporal / +9 nature / +8 mind Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Defense: +16 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Con Changes resistances penetration: +15% physical Changes damage: +14% physical / +6% darkness / +3% mind Disarm immunity: +62% Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Sharp, short and deadly. |
Unerring Scalpel (170% power, 25 apr) Unerring Scalpel (170% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 170% Range: 1.3x Uses stats: 30% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 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. |
balanced iron dagger of massacre (170% power, 5 apr) balanced iron dagger of massacre (170% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 170% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+0 eff.) Defense: +5 (+1 eff.) Disarm immunity: +17% Sharp, short and deadly. |
iron dagger (165% power, 5 apr) iron dagger (165% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 165% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (164% power, 5 apr) iron dagger (164% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 164% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (170% power, 5 apr) iron dagger of massacre (170% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 170% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Rhenarintir the iron greatsword (170% power, 11 apr) Rhenarintir the iron greatsword (170% power, 11 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +10 lightning Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 8 arcane / 8 temporal Changes stats: +3 Str Changes resistances: +12% temporal Changes damage: +9% physical Stamina when hit: +1.12 Massive two-handed swords. |
thought-forged iron greatsword (170% power, 1 apr) thought-forged iron greatsword (170% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil 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: 155% Range: 1.1x Uses stats: 30% 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. |
Branylathakor the iron longsword (166% power, 2 apr) Branylathakor the iron longsword (166% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 166% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +13.0% Physical power: +12 (+2 eff.) Fatigue: -2% Sharp, long, and deadly. |
iron longsword (166% power, 2 apr) iron longsword (166% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 167% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (165% power, 2 apr) iron longsword (165% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 166% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword 'Relgemador' (166% power, 2 apr) iron longsword 'Relgemador' (166% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 167% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 7% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Dex Changes resistances: +15% nature Changes damage: +3% mind Spell save: +3 (+0 eff.) Disarm immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +20% Sharp, long, and deadly. |
voratun mace 'Glareoozer' (209% power, 6 apr) voratun mace 'Glareoozer' (209% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 210% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +20 temporal / +18 nature / +13 mind Burst (radius 2) on crit: +28 ice When wielded/worn: Physical crit. chance: +44.0% Physical power: +30 (+3 eff.) Armour: +15 Changes stats: +1 Mag / +4 Wil Changes resistances: +2% physical / +10% all Changes resistances penetration: +5% blight / +13% cold / +13% nature Changes damage: +9% light Spell save: +26 (+2 eff.) Maximum mana: +40.00 Healing mod.: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. 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: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical 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 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 1262.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
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: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 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 (72% power, 12 apr, nature damage) mossy mindstar (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 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. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 155% Range: 1.1x Uses stats: 30% 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. |
Zubeba (175% power, 4 apr, blight element) Zubeba (175% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 175% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +12 (+2 eff.) Ranged Defense: +4 (+0 eff.) Effects on melee hit: * 10% chance to blind Changes resistances: +5% arcane / +9% lightning Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +25 (+4 eff.) Blindness immunity: +5% Pinning immunity: +5% Knockback immunity: +5% Spellpower: +16 (+1 eff.) Spell crit. chance: +10% Light radius: +3 It can be used to unleash an elemental blastwave, dealing 834.12 to 1000.94 blight damage in a radius 4 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (165% power, 2 apr, physical element) elm starstaff (165% power, 2 apr, physical element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 165% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical 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. |
River's Fury (178% power, 8 apr) River's Fury (178% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 178% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 48 power out of 80/80) : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 117.55 cold damage and 143.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Guwyn the Furnaceparry (176% power, 4 apr) Guwyn the Furnaceparry (176% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 176% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +35 insidious poison / +12 fire Burst (radius 2) on crit: +4 mind When wielded/worn: Changes resistances penetration: +10% mind One-handed war axes. |
Pureblight the stralite waraxe (197% power, 5 apr) Pureblight the stralite waraxe (197% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 197% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +15 temporal / +13 nature When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 40% Changes resistances: +9% blight Changes resistances penetration: +12% acid / +12% physical Changes damage: +12% physical Silence immunity: +5% Confusion immunity: +15% Pinning immunity: +5% Life regen: +1.30 One-handed war axes. |
Shadesweep (188% power, 5 apr) Shadesweep (188% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 189% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 66% chance to inflict damage reduction * 15% chance to disease * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +17 acid / +17 darkness / +17 blight / +14 mind Damage against: +14% Living When wielded/worn: Armour penetration: +10 Physical crit. chance: +38.0% Physical power: +13 (+2 eff.) Changes resistances: +9% darkness Changes resistances penetration: +15% mind Critical mult.: +33.00% Mental save: +9 (+2 eff.) Disease immunity: +30% Light radius: +2 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
dwarven-steel waraxe 'Vorenn' (175% power, 4 apr) dwarven-steel waraxe 'Vorenn' (175% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 175% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% Burst (radius 2) on crit: +15 fire When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Dex / +1 Mag Changes resistances: +6% temporal Changes resistances penetration: +10% temporal / +17% fire Light radius: +2 Infravision radius: +2 Global speed: +5% One-handed war axes. |
flaming iron waraxe (167% power, 2 apr) flaming iron waraxe (167% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 168% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire One-handed war axes. |
iron waraxe 'Festerravage' (167% power, 2 apr) iron waraxe 'Festerravage' (167% power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 168% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 8% chance to corrode armour Damage (Melee): +7 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +6% acid Mental save: +20 (+3 eff.) Life regen: +0.70 Equilibrium when hit: +0.12 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Emelyritha the Boltvalor Emelyritha the BoltvalorInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 lightning Changes resistances: +12% lightning / +6% temporal / +6% blight Physical save: +12 (+1 eff.) A belt that goes around your waist. |
Weepquill WeepquillPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +6 Defense: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 40% * 30% chance to blind Damage when hit (Melee): 8 nature Changes resistances penetration: +20% nature Changes damage: +3% nature / +3% light Critical mult.: +6.00% Physical save: +12 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower: +3 (+0 eff.) Light radius: +1 A belt that goes around your waist. |
Gevor the elven-silk cloak (27 def, 22 armour) Gevor the elven-silk cloak (27 def, 22 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +22 Defense: +27 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 20 temporal Changes stats: +3 Cun / +4 Dex Changes resistances: +10% lightning / +6% temporal / +17% light / +34% fire / +19% nature / +10% acid / +25% blight / +32% cold / +19% darkness Changes resistances penetration: +20% darkness Changes damage: +24% darkness / +9% blight Stealth bonus: +35 Physical save: +18 (+1 eff.) Spell save: +22 (+2 eff.) Mental save: +25 (+4 eff.) Life regen: +3.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianwisp the linen cloak (6 def, 0 armour) Obsidianwisp the linen cloak (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +2 Con Changes resistances: +9% blight / +12% fire / +12% light Changes damage: +12% blight / +9% darkness Stealth bonus: +6 Physical save: +13 (+1 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Drigorn (0 def, 0 armour) Drigorn (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Changes stats: +3 Con Changes resistances: +2% physical / +16% cold Changes resistances penetration: +10% physical Changes damage: +5% nature / +11% cold Critical mult.: +3.00% Poison immunity: +23% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Murkwing the pair of hardened leather boots (0 def, 8 armour) Murkwing the pair of hardened leather boots (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -3% Changes stats: +1 Str / +1 Cun / +3 Con Changes resistances: +7% acid / +16% temporal / +23% darkness / +10% fire / +8% lightning / +10% cold Changes resistances penetration: +15% darkness / +13% temporal Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +32 Physical save: +10 (+1 eff.) Light radius: +1 See invisible: +3 Defense after a teleport: +18 Resist all after a teleport: +15% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 168% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 168% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical 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: 162% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of strength (+2) (0 def, 1 armour) umbral rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +5% darkness Changes damage: +3% darkness When used to modify unarmed attacks: Power: 167% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 6% chance to inflict damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremolafang the rough leather cap (0 def, 1 armour) Eremolafang the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +6 Str / +6 Dex Changes resistances: +6% lightning / +6% temporal / +6% mind Changes resistances penetration: +10% acid / +5% mind Skullcracker multiplicator: +2 A cap made of leather. |
Xerusetira (0 def, 5 armour) Xerusetira (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +15 Str / +8 Mag / +35 Wil / +3 Cun / +10 Con Changes resistances: +28% blight / +5% arcane Changes resistances penetration: +10% mind Changes damage: +20% blight / +18% arcane Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+1 eff.) Mental save: +45 (+7 eff.) Maximum hate: +4.00 Spell crit. chance: +3% Mental crit. chance: +2% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stralite plate armour 'Cracklespire' (7 def, 25 armour) stralite plate armour 'Cracklespire' (7 def, 25 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +25 Defense: +7 (+2 eff.) Fatigue: +31% Effects on melee hit: * 40% chance to daze * 30% chance to gain 10% of a turn Changes stats: +5 Wil / +7 Cun / +9 Con Changes resistances: +30% lightning / +39% temporal / -17% light / +11% fire / +13% cold / +12% acid / +10% darkness Changes damage: +6% lightning / +12% temporal Allows you to breathe in: water Physical save: +21 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +29 (+5 eff.) A suit of armour made of metal plates. |
quiver of elm arrows (14/14, 169% power, 5 apr) quiver of elm arrows (14/14, 169% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 170% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
6 agate 6 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. |
473 alchemist agate 473 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (202 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 35 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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 (19/19, 171% power, 1 apr) pouch of iron shots (19/19, 171% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 172% Range: 1.2x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
6 citrine 6 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. |
8 zircon 8 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 Vyridis the Dark Faerie Adventurer level 95
41st Dusk 122nd year of Ascendancy at 05:15 see stats
By Vyridis the Dark Faerie Adventurer level 52
21st Dusk 122nd year of Ascendancy at 15:02 see stats
By Vyridis the Dark Faerie Adventurer level 60
22nd Dusk 122nd year of Ascendancy at 00:28 see stats
By Vyridis the Dark Faerie Adventurer level 95
41st Dusk 122nd year of Ascendancy at 05:15 see stats
By Vyridis the Dark Faerie Adventurer level 60
22nd Dusk 122nd year of Ascendancy at 04:14 see stats
By Vyridis the Dark Faerie Adventurer level 10
5th Mirth 122nd year of Ascendancy at 00:58 see stats
By Vyridis the Dark Faerie Adventurer level 20
2nd Flare 122nd year of Ascendancy at 10:14 see stats
By Vyridis the Dark Faerie Adventurer level 30
16th Dusk 122nd year of Ascendancy at 04:38 see stats
By Vyridis the Dark Faerie Adventurer level 40
16th Dusk 122nd year of Ascendancy at 13:02 see stats
By Vyridis the Dark Faerie Adventurer level 50
21st Dusk 122nd year of Ascendancy at 13:27 see stats
By Vyridis the Dark Faerie Adventurer level 57
21st Dusk 122nd year of Ascendancy at 21:35 see stats
By Vyridis the Dark Faerie Adventurer level 73
34th Dusk 122nd year of Ascendancy at 21:21 see stats
By Vyridis the Dark Faerie Adventurer level 22
10th Flare 122nd year of Ascendancy at 03:36 see stats
By Vyridis the Dark Faerie Adventurer level 89
35th Dusk 122nd year of Ascendancy at 08:43 see stats
By Vyridis the Dark Faerie Adventurer level 47
21st Dusk 122nd year of Ascendancy at 11:53 see stats
By Vyridis the Dark Faerie Adventurer level 24
15th Dusk 122nd year of Ascendancy at 23:58 see stats
By Vyridis the Dark Faerie Adventurer level 65
23rd Dusk 122nd year of Ascendancy at 02:01 see stats
By Vyridis the Dark Faerie Adventurer level 8
1st Mirth 122nd year of Ascendancy at 21:08 see stats
By Vyridis the Dark Faerie Adventurer level 54
21st Dusk 122nd year of Ascendancy at 19:19 see stats
By Vyridis the Dark Faerie Adventurer level 66
31st Dusk 122nd year of Ascendancy at 01:19 see stats
By Vyridis the Dark Faerie Adventurer level 34
16th Dusk 122nd year of Ascendancy at 09:29 see stats
By Vyridis the Dark Faerie Adventurer level 20
2nd Flare 122nd year of Ascendancy at 10:14 see stats
Log
You gain 2.61 gold from the transmogrification of mossy mindstar of persecution (75% power, 12 apr, nature damage).
You gain 4.40 gold from the transmogrification of balanced steel dagger of erosion (166% power, 6 apr).
You gain 5.65 gold from the transmogrification of elemental steel battleaxe of massacre (187% power, 2 apr).
You gain 2.90 gold from the transmogrification of phase door rune (range 8; power 40; dur 8).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Vyridis deactivates Arcane Power.
Vyridis deactivates Shadow Feed.
Vyridis deactivates Lacerating Strikes.
Vyridis deactivates Precision.
Vyridis deactivates Shielding.
Vyridis deactivates Augmentation.
Vyridis deactivates Inner Power.
Vyridis deactivates Hymn of Perseverance.
Vyridis deactivates Cleave.
Vyridis deactivates Arcane Combat.
Vyridis deactivates Spellcraft.
Vyridis deactivates Deadly Poison.
Vyridis deactivates Arcane Feed.
Vyridis deactivates Chant of Resistance.
Vyridis deactivates Crippling Poison.
Vyridis deactivates Arcane Shield.
Vyridis deactivates Pure Aether.
Vyridis deactivates Fiery Hands.
Vyridis deactivates Quicken Spells.
Vyridis deactivates Shock Hands.
Vyridis deactivates Flame of Urh'Rok.