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 Roguelike |
Sex | Female |
Race | Dark Faerie |
Class | Adventurer |
Level / Exp | 200 / 15305% |
Size | medium |
Lifes / Deaths | Killed by Vyridis at level 200 on the 31st Haze 122nd year of Ascendancy at 15:35 / 1 |
Primary Stats
Strength | 648 (base 100) |
Dexterity | 752 (base 100) |
Constitution | 595 (base 100) |
Magic | 279 (base 100) |
Willpower | 265 (base 100) |
Cunning | 485 (base 100) |
Resources
Mana | 5882/5882 |
Psi | 3846/3846 |
Vim | 2806/2806 |
Life | 8058/8058 |
Hate | 155/155 |
Stamina | 3354/3354 |
Equilibrium | 520 |
Healing Factor | 2.5 |
Regeneration | 404.775 |
Speed
Mental | +663.78943268566% |
Attack | +131.69455498907% |
Movement | +325.56810093233% |
Spell | +1155.4422563973% |
Global | +269.76975496931% |
Vision
Sight | 12 |
Lite | 18 |
Infravision | 69 |
See Stealth | 97 |
See Invisible | 100 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 2287 |
Accuracy | 218 |
Crit Chance | 996% |
APR | 436 |
Speed | 0.12 |
Offense: Offhand
Damage | 2065 |
Accuracy | 218 |
Crit Chance | 998% |
APR | 438 |
Speed | 0.13 |
Offense: Spell
Spellpower | 275 |
Crit Chance | 100% |
Speed | 0.079653205466386 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 217 |
Crit Chance | 100% |
Speed | 0.43160271938509 |
Offense: Damage Bonus
All | +522% |
Offense: Damage Penetration
All | +55% |
Defense: Base
Armour (hardiness) | 478.7 (30%) |
Defense | 180 |
Ranged Defense | 182 |
Fatigue | 0 |
Physical Save | 153 |
Spell Save | 153 |
Mental Save | 153 |
Defense: Resistances
All | +182%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 44% |
Blind Resistance | 100% |
Silence Resistance | 42% |
Teleport Resistance | 15% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1584 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1495 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1827 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Blood | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 7/5 |
| 9/5 |
| 9/5 |
| 16/5 |
Corruption / Plague | 1.20 |
| 20/5 |
| 15/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.20 |
| 20/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Cursed / Slaughter | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.20 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 13/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 11/5 |
| 1/5 |
| 6/5 |
| 20/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 8/5 |
| 20/5 |
| 11/5 |
| 20/5 |
Corruption / Reaving combat | 1.00 |
| 7/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 20/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
| 11/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 8/5 |
| 20/5 |
| 11/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 10/5 |
| 9/5 |
| 8/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 6/5 |
| 20/5 |
| 13/5 |
| 6/5 |
Corruption / Vile life | 1.20 |
| 1/5 |
| 11/5 |
| 3/5 |
| 5/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 13/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 1/5 |
| 13/5 |
| 20/5 |
| 13/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dark-faerie | 1.00 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 20/5 |
| 1/5 |
| 20/5 |
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 |
| 1/1 |
Effects
talent | Vulnerability Poison |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Dark Ritual |
talent | Arcane Shield |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Willful Tormenter |
talent | Shock Hands |
talent | Shielding |
talent | Crippling Poison |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Overkill |
talent | Cleave |
talent | Chant of Resistance |
talent | Elemental Discord |
talent | Augmentation |
talent | Quicken Spells |
talent | Hymn of Perseverance |
talent | Spellcraft |
talent | Fiery Hands |
talent | Precision |
talent | Total Thuggery |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +1015% Combat Speed: +508% All Damage: +509% |
beneficial effect | Parrying melee attacks: Has a 55% chance to deflect up to 921 damage from the next 6.2 attack(s). Parrying |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+53% 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 |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her 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 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 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 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 |
Escort the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | 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 successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 1629. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 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 | Duvuruifast the voratun greatmaul (251% power, 4 apr) Duvuruifast the voratun greatmaul (251% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Power: 252% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +21 acid / +28 temporal / +42 cold / +21 nature / +84 insidious poison Burst (radius 2) on crit: +82 ice When wielded/worn: Accuracy: +100 (+8 eff.) Armour penetration: +74 Physical crit. chance: +126.0% Physical power: +81 (+5 eff.) Armour: +40 Defense: +40 (+4 eff.) Changes stats: +25 Str / +10 Dex / +1 Mag / +30 Con Changes resistances: +6% fire / +9% mind / +6% temporal Changes resistances penetration: +83% physical / +38% cold Changes damage: +58% physical Grants telepathy: Humanoid/Orc Critical mult.: +81.00% Reduces incoming crit damage: 10.00% Blindness immunity: +20% Disease immunity: +10% Disarm immunity: +276% Teleport immunity: +15% Stamina when hit: +7.00 Only die when reaching: -60.00 life Massive two-handed mauls. |
On hands | Ivowyn the Balancebreak (0 def, 12 armour) Ivowyn the Balancebreak (0 def, 12 armour)Requires: - Talent 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: +89 (+7 eff.) Armour penetration: +32 Physical crit. chance: +11.0% Armour: +12 Effects on melee hit: * 38% chance to cause random gloom Damage (Melee): 11 lightning / 11 fire / 56 darkness / 67 mind Damage when hit (Melee): 12 fire / 8 mind / 4 darkness Changes stats: +8 Str / +35 Dex / +4 Wil / +32 Cun / +12 Con Changes resistances: +6% lightning / +8% fire / +11% darkness / +8% mind Changes damage: +8% lightning / +17% fire / +8% mind Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +70 (+0 eff.) Spell save: +16 (+0 eff.) Mental save: +81 (+10 eff.) Disarm immunity: +170% Life regen: +4.20 Stamina each turn: +0.90 Mana each turn: +0.26 Psi each turn: +0.27 Hate when firing a critical mind attack: +2.00 Maximum life: +126.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +21% Mindpower: +16 (+2 eff.) Mental crit. chance: +18% Infravision radius: +3 When used to modify unarmed attacks: Power: 234% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +87 Armour Penetration: +32 Physical crit. chance: +53.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Perfect Strike (45% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Control (20% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * Slows global speed by 40% Damage (Melee): +33 physical / +19 darkness / +12 arcane Burst (radius 1) on hit: +4 mind / +8 nature Burst (radius 2) on crit: +7 lightning / +11 fire / +15 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | dwarven lantern 'Daypunish' dwarven lantern 'Daypunish'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +56 Defense: +29 (+3 eff.) Effects on melee hit: * 30% chance to disease * 30% chance to blind Changes stats: +26 Mag / +2 Wil / +31 Cun / +6 Con Changes resistances: +15% blight / +6% fire / +15% darkness / +3% light Changes resistances penetration: +10% arcane / +55% all Changes damage: +12% light / +9% blight Damage affinity(heal): +5% light Critical mult.: +30.00% Physical save: +52 (+0 eff.) Spell save: +48 (+0 eff.) Mental save: +65 (+8 eff.) Blindness immunity: +92% Confusion immunity: +60% Life regen: +6.50 Maximum life: +80.00 Maximum mana: +20.00 Spellpower: +49 (+3 eff.) Light radius: +16 Infravision radius: +26 See stealth: +97 See invisible: +89 Healing mod.: +23% Damage Shield penetration: +10% It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Brightwind the voratun helm (30 def, 14 armour) Brightwind the voratun helm (30 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Physical crit. chance: +14.0% Physical power: +12 (+1 eff.) Armour: +14 Defense: +30 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 40% chance to gain 10% of a turn Damage when hit (Melee): 10 physical Changes stats: +28 Str / +56 Dex / +5 Wil / +35 Cun / +24 Con / +12 Lck Changes resistances: +50% darkness / +15% fire / -50% light / +14% cold / +13% nature / +6% all Changes damage: +9% physical Critical mult.: +6.00% Maximum encumbrance: +30 Physical save: +41 (+0 eff.) Spell save: +10 (+0 eff.) Life regen: +15.00 Maximum life: +110.00 Maximum stamina: +25.00 Spell crit. chance: +8% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Light radius: +2 Infravision radius: +15 Healing mod.: +45% Skullcracker multiplicator: +6 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.6 Power cost: 10 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 143227.6 Physical damage. If the attack hits, the target is confused (49% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Zanyneg the pair of dwarven-steel boots (7 def, 4 armour) Zanyneg the pair of dwarven-steel boots (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +26 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Armour: +4 Defense: +7 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 20 arcane Changes stats: +11 Str / +12 Dex / +9 Wil / +19 Cun / +26 Con Changes resistances: +11% lightning / +11% fire / +10% temporal / +10% cold Changes resistances penetration: +5% blight / +16% physical Changes damage: +12% mind / +7% physical Grants telepathy: Dragon Demon/Major Demon/Minor Maximum encumbrance: +37 Physical save: +40 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +30 (+4 eff.) Life regen: +3.60 Equilibrium when hit: +0.20 Psi when hit: +0.16 Mana when firing critical spell: +4.00 Spell crit. chance: +2% Mindpower: +13 (+1 eff.) Mental crit. chance: +2% Healing mod.: +22% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Yarakhad (dig speed 8 turns) Yarakhad (dig speed 8 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +1 Cun / +3 Str Changes resistances penetration: +5% physical Changes damage: +21% mind / +15% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +44.00% Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +29 (+4 eff.) Life regen: +0.20 Maximum life: +90.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Emogathra the Arcrupture Emogathra the ArcrupturePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +41 (+3 eff.) Armour penetration: +25 Physical crit. chance: +5.0% Physical power: +41 (+3 eff.) Armour: +16 Defense: +30 (+3 eff.) Fatigue: -8% Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 41 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 38 bleed Damage when hit (Melee): 8 lightning Changes stats: +17 Str / +9 Dex / +50 Mag / +28 Wil / +54 Cun / +24 Con Changes resistances: +36% darkness / +3% physical Changes resistances penetration: +5% blight Changes damage: +18% darkness / +6% lightning Reduces incoming crit damage: 5.00% Maximum encumbrance: +50 Spell save: +51 (+0 eff.) Silence immunity: +32% Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +43% Mana each turn: +0.34 Hate when firing a critical mind attack: +5.00 Maximum life: +44.00 Maximum stamina: +102.00 Maximum hate: +26.00 Spellpower: +117 (+8 eff.) Mindpower: +26 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Cuthekan CuthekanPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Physical power: +46 (+3 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 32% chance to cause random gloom * 40% chance to gain 10% of a turn Damage (Melee): 31 bleed Effects on ranged hit: * 32% chance to cause random gloom Damage (Ranged): 34 bleed Changes stats: +16 Str / +17 Mag / +20 Wil / +29 Cun / +18 Con Changes resistances: +22% blight / +22% nature / +15% arcane Changes resistances penetration: +15% temporal Changes damage: +15% arcane / +13% all Physical save: +48 (+0 eff.) Spell save: +43 (+0 eff.) Mental save: +40 (+5 eff.) Blindness immunity: +20% Poison immunity: +44% Disease immunity: +42% Silence immunity: +10% Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +58% Hate when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Maximum life: +38.00 Maximum stamina: +28.00 Maximum hate: +29.00 Spellpower: +61 (+4 eff.) Mindpower: +43 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Blastvalor the gold amulet Blastvalor the gold amuletPowered 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: +24 (+2 eff.) Armour penetration: +20 Physical crit. chance: +15.0% Armour: +6 Defense: +9 (+1 eff.) Fatigue: -35% Damage when hit (Melee): 12 arcane Changes stats: +8 Str / +39 Dex / +8 Mag / +11 Wil / +38 Cun / +31 Con Changes resistances: +22% lightning / +22% temporal Changes resistances cap: +5% all Changes resistances penetration: +20% lightning / +10% physical Changes damage: +7% temporal / +6% darkness / +30% blight / +33% fire / +7% light / +7% physical Critical mult.: +94.00% Maximum encumbrance: +30 Physical save: +52 (+0 eff.) Spell save: +48 (+0 eff.) Mental save: +44 (+6 eff.) Blindness immunity: +28% Confusion immunity: +18% Pinning immunity: +38% Stun/Freeze immunity: +37% Knockback immunity: +29% Life regen: +4.10 Stamina each turn: +4.50 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +144.00 Maximum vim: +30.00 Spellpower: +38 (+2 eff.) Spell crit. chance: +9% Mindpower: +9 (+1 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +11 Movement speed: +40% Amulets can have magical properties. |
In main hand | Lightningtreason the dwarven-steel waraxe (229% power, 4 apr) Lightningtreason the dwarven-steel waraxe (229% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 230% 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% On weapon hit: * 23% chance to corrode armour * 22% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +37 insidious poison / +28 temporal / +22 mind / +27 nature Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +14 fire When wielded/worn: Accuracy: +50 (+4 eff.) Armour penetration: +22 Physical crit. chance: +64.0% Physical power: +43 (+3 eff.) Defense: +21 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +8 Dex / +3 Mag / +3 Wil / +3 Cun / +8 Con Changes resistances: +9% lightning / +6% darkness / +7% all Changes resistances penetration: +11% acid / +11% physical / +11% fire / +11% nature / +11% lightning Changes damage: +11% physical Critical mult.: +32.00% Disarm immunity: +101% Life regen: +1.70 Stamina each turn: +1.00 Stamina when hit: +1.60 Maximum stamina: +20.00 Global speed: +4% 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 3 turns. One-handed war axes. |
Around waist | hardened leather belt 'Alivon' hardened leather belt 'Alivon'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +29.0% Physical power: +6 (+1 eff.) Armour: +44 Defense: +33 (+4 eff.) Fatigue: -15% Changes stats: +30 Dex / +3 Mag / +29 Cun / +1 Con / +24 Lck Changes resistances: +8% acid / +2% physical / +3% blight / +8% fire / +8% cold / +8% lightning Reduced damage from: +99% Summoned Grants telepathy: Humanoid/Orc Critical mult.: +21.00% Trap disarming bonus: +49 Stealth bonus: +32 Maximum encumbrance: +75 Physical save: +68 (+0 eff.) Spell save: +11 (+0 eff.) Life regen: +0.60 Mana each turn: +0.40 Maximum mana: +44.00 Maximum stamina: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +31% Infravision radius: +15 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Size category: +1 It can be used to create a temporary shield that absorbs 260 damage, putting all charms on cooldown for 14 turns. A belt that goes around your waist. |
In off hand | Jetbreacher (243% power, 6 apr) Jetbreacher (243% 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 / waraxe ; tier 5 Power: 243% 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: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 34% chance to daze * 23% chance to corrode armour * 60% chance to inflict damage reduction * 18% chance to disease * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 lightning / +20 acid / +18 blight / +30 cold / +20 mind When wielded/worn: Accuracy: +28 (+2 eff.) Armour penetration: +41 Physical crit. chance: +38.0% Physical power: +31 (+2 eff.) Changes stats: +21 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +6% blight Changes resistances penetration: +37% acid / +43% physical / +34% cold / +31% fire / +10% arcane / +48% lightning Changes damage: +60% physical Critical mult.: +29.00% Disease immunity: +35% Disarm immunity: +35% Life regen: +2.50 Stamina when hit: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +30.00 Maximum vim: +40.00 Spellpower: +6 (+0 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. One-handed war axes. |
Cloak | Emithra the linen cloak (7 def, 7 armour) Emithra the linen cloak (7 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Fatigue: -2% Changes stats: +2 Str / +11 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +6% acid / +1% physical / +13% light / +6% lightning / +19% fire / +20% cold / +52% darkness Changes resistances penetration: +32% darkness / +5% mind Changes damage: +35% darkness / +6% temporal Grants telepathy: Dragon Talent mastery: +0.30 Technique / Combat training Critical mult.: +10.00% Stealth bonus: +41 Physical save: +10 (+0 eff.) Spell save: -14 (+0 eff.) Stamina each turn: +0.60 Mana each turn: -0.16 Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Pusshear (72 def, 78 armour) Pusshear (72 def, 78 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +7.0% Physical power: +10 (+1 eff.) Armour: +78 Defense: +72 (+8 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: +8% Damage (Melee): 10 acid / 20 fire Damage (Ranged): 10 acid / 20 fire Damage when hit (Melee): 11 acid / 19 physical / 12 light / 12 cold / 13 fire / 13 lightning Changes stats: +14 Str / +16 Dex / +2 Mag / +13 Wil / +24 Cun Changes resistances: +69% lightning / +28% darkness / +109% fire / +43% nature / +70% acid / +62% physical / +27% blight / +55% cold / +10% arcane Changes resistances penetration: +20% nature Changes damage: +3% physical Allows you to breathe in: water Critical mult.: +20.00% Maximum encumbrance: +20 Physical save: +19 (+0 eff.) Spell save: +22 (+0 eff.) Mental save: +96 (+12 eff.) Life regen: +20.70 Stamina each turn: +2.50 Equilibrium when hit: +0.08 Psi when hit: +0.16 Mindpower: +4 (+0 eff.) Light radius: +2 Movement speed: +20% Healing mod.: +50% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 705) healing infusion of the wizard (heal 705)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 705 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (1210.00 temporal damage, removed from time 4 turns) Rune of the Rift (1210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (8% of a turn) Is: a spell Description: Inflicts 7679.15 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Scumsmasher the copper amulet Scumsmasher the copper amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +12 (+1 eff.) Armour: +8 Defense: +12 (+2 eff.) Fatigue: -17% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 7% chance to blind Changes stats: +5 Str / +11 Dex / +19 Wil / +9 Cun / +5 Con Changes resistances: +7% physical / +14% temporal Changes resistances cap: +6% all Changes damage: +12% physical / +7% light / +7% blight / +7% fire / +6% nature / +7% darkness Critical mult.: +34.00% Physical save: +35 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +57 (+7 eff.) Confusion immunity: +25% Pinning immunity: +26% Knockback immunity: +25% Life regen: +4.00 Stamina each turn: +1.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Spellpower: +7 (+0 eff.) Mindpower: +14 (+1 eff.) Mental crit. chance: +1% Movement speed: +10% Combat speed: +20% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet 'Blazeweeper' stralite amulet 'Blazeweeper'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +27 (+3 eff.) Fatigue: -26% Effects on melee hit: * 60% chance to daze Changes stats: +9 Str / +21 Dex / +10 Mag / +26 Wil / +9 Cun / +11 Con / +16 Lck Changes resistances: +23% mind Changes resistances cap: +6% all Changes resistances penetration: +10% lightning / +30% arcane Changes damage: +16% acid / +9% physical / +15% fire / +24% lightning / +16% cold Talent masteries: +0.31 Psionic / Solipsism +0.31 Chronomancy / Temporal Hounds Critical mult.: +18.00% Reduces incoming crit damage: 20.00% Physical save: +42 (+0 eff.) Spell save: +22 (+0 eff.) Mental save: +44 (+6 eff.) Blindness immunity: +34% Confusion immunity: +88% Teleport immunity: +50% Life regen: +7.80 Stamina each turn: +1.30 Spellpower: +12 (+1 eff.) Spell crit. chance: +12% Mindpower: +26 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +13 Movement speed: +10% Combat speed: +10% Reduce all damage from unseen attackers: 18% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 7 turns. Amulets can have magical properties. |
Belumitha BelumithaPowered 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: +45 (+4 eff.) Physical crit. chance: +2.0% Physical power: +38 (+2 eff.) Defense: +10 (+1 eff.) Effects on melee hit: * 25% chance to blind Effects on ranged hit: * 25% chance to blind Damage when hit (Melee): 16 blight / 8 arcane Changes stats: +8 Str / +23 Dex / +23 Mag / +13 Wil / +21 Cun / +15 Con Changes resistances: +22% acid / +21% fire / +22% lightning / +22% cold Changes damage: +7% all Reduces incoming crit damage: 5.00% Physical save: +30 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +25 (+3 eff.) Disarm immunity: +37% Confusion immunity: +37% Pinning immunity: +37% Stun/Freeze immunity: +38% Knockback immunity: +38% Life regen: +3.40 Only die when reaching: -60.00 life Maximum life: +33.00 Spellpower: +46 (+3 eff.) Mindpower: +19 (+2 eff.) Movement speed: +19% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. 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. |
Lisitira the gold ring Lisitira the gold ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+2 eff.) Physical power: +48 (+3 eff.) Armour: +14 Defense: +14 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +22 Str / +24 Dex / +6 Mag / +31 Wil / +50 Cun / +16 Con Changes resistances: +16% mind / +6% acid Changes resistances penetration: +25% arcane / +15% blight Changes damage: +9% blight / +9% arcane / +16% mind / +13% all Spell save: +3 (+0 eff.) Mental save: +22 (+3 eff.) Confusion immunity: +75% Life regen: +1.40 Maximum life: +76.00 Maximum mana: +60.00 Spellpower: +38 (+2 eff.) Spell crit. chance: +2% Mindpower: +61 (+5 eff.) Healing mod.: +22% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Xerysetha the gold ring Xerysetha the gold ringPowered 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: +10 (+1 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Defense: +14 (+2 eff.) Changes stats: +8 Dex / +1 Mag / +7 Wil / +23 Cun Changes resistances: +22% acid / +1% physical / +64% light / +6% blight / +22% fire / +22% lightning / +22% cold Changes damage: +32% light / +3% physical Grants telepathy: Dragon Stun/Freeze immunity: +38% Life regen: +3.20 Mindpower: +11 (+1 eff.) Rings can have magical properties. |
Hettofang the Radiancetrial (283% power, 4 apr) Hettofang the Radiancetrial (283% power, 4 apr)Requires: - Strength 48 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: 283% 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: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +72 insidious poison / +55 darkness / +12 temporal Burst (radius 2) on crit: +12 temporal / +26 fire Damage against: +56% Living When wielded/worn: Armour penetration: +40 Physical crit. chance: +117.0% Physical power: +91 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Str / +7 Dex / +6 Mag / +5 Wil / +7 Cun / +16 Con Changes resistances: +3% light Changes resistances penetration: +21% lightning / +38% physical / +15% light / +21% fire Changes damage: +6% temporal / +13% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +27.00% Disarm immunity: +41% Infravision radius: +2 Global speed: +8% Massive two-handed battleaxes. |
Spellblaze Shard (219% power, 10 apr) Spellblaze Shard (219% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 220% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Breguromiruikath the Gleamviper (241% power, 3 apr) Breguromiruikath the Gleamviper (241% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 242% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 31% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +70 insidious poison / +28 temporal / +34 blight / +24 mind / +16 nature Burst (radius 2) on crit: +35 ice / +20 temporal / +8 blight When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +38 Physical crit. chance: +38.0% Armour: +17 Damage when hit (Melee): 4 light / 12 blight Changes stats: +9 Str / +9 Dex Changes resistances: +3% blight Changes resistances penetration: +19% physical / +13% cold Changes damage: +6% blight / +38% physical / +3% temporal Critical mult.: +26.00% Stamina when hit: +3.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed mauls. |
Furnacesorrow the voratun greatsword (261% power, 4 apr) Furnacesorrow the voratun greatsword (261% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 261% 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: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +28 lightning / +4 blight / +28 acid When wielded/worn: Physical crit. chance: +80.0% Physical power: +19 (+1 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +10 Mag / +9 Wil Changes resistances: +3% lightning / +6% fire / +5% arcane / +3% blight Changes resistances penetration: +45% acid / +48% fire / +48% lightning / +48% cold Blindness immunity: +10% Poison immunity: +20% Disease immunity: +10% Only die when reaching: -40.00 life Spellpower: +21 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
Thundersaw the dwarven-steel longsword (242% power, 4 apr) Thundersaw the dwarven-steel longsword (242% 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: 243% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 acid / +22 temporal / +13 darkness / +14 nature / +4 lightning Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +14 fire Damage against: +9% Living When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +22 Physical crit. chance: +40.0% Physical power: +11 (+1 eff.) Defense: +11 (+1 eff.) Changes stats: +4 Dex Changes resistances: +8% arcane / +6% acid Changes resistances penetration: +18% lightning / +5% temporal / +11% darkness / +24% fire / +28% acid / +10% physical / +13% cold / +11% mind / +30% arcane Changes damage: +11% physical Critical mult.: +16.00% Disarm immunity: +32% Global speed: +4% Sharp, long, and deadly. |
stralite longsword 'Glabrenn' (229% power, 5 apr) stralite longsword 'Glabrenn' (229% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 230% 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: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to inflict damage reduction * 20% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown * 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 / +15 darkness Burst (radius 2) on crit: +12 blight Damage against: +17% Living When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +22 Physical crit. chance: +65.0% Physical power: +39 (+3 eff.) Defense: +17 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 8 physical Changes stats: +8 Con Changes resistances: +6% cold / +3% mind / +15% all Changes resistances penetration: +15% acid / +36% physical / +15% cold / +15% fire / +25% nature / +14% lightning Changes damage: +3% blight / +13% physical Critical mult.: +18.00% Disease immunity: +15% Disarm immunity: +66% Stamina each turn: +0.40 Sharp, long, and deadly. |
voratun longsword 'Glimmervengeance' (253% power, 6 apr) voratun longsword 'Glimmervengeance' (253% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 254% 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: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +36 light / +20 blight / +18 nature / +20 temporal Damage against: +30% Undead When wielded/worn: Accuracy: +41 (+3 eff.) Armour penetration: +39 Physical crit. chance: +84.0% Physical power: +30 (+2 eff.) Defense: +11 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +14 Dex / +2 Wil / +13 Con Changes resistances: +6% light Changes resistances penetration: +17% acid / +28% physical / +17% cold / +17% lightning / +16% fire Changes damage: +9% mind Critical mult.: +60.00% Disease immunity: +29% Disarm immunity: +97% Equilibrium when hit: +0.12 Psi when hit: +0.04 Maximum hate: +14.00 Maximum psi: +10.00 Mental crit. chance: +2% Light radius: +4 Sharp, long, and deadly. |
voratun waraxe 'Salidatha' (235% power, 6 apr) voratun waraxe 'Salidatha' (235% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 235% 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: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +53 mind / +60 insidious poison Burst (radius 2) on crit: +12 blight When wielded/worn: Armour penetration: +27 Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to disease Changes stats: +3 Dex / +2 Mag / +1 Con Changes resistances: +6% acid Changes resistances penetration: +14% physical Changes damage: +6% acid / +14% physical Critical mult.: +17.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. One-handed war axes. |
Balancetitan BalancetitanPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+1 eff.) Armour: +30 Defense: +73 (+8 eff.) Changes stats: +3 Str / +9 Mag / +8 Wil Changes resistances penetration: +5% nature / +5% mind Critical mult.: +28.00% Stealth bonus: +25 Physical save: +50 (+0 eff.) Mental save: +56 (+7 eff.) Equilibrium when hit: +0.04 Maximum life: +99.00 Maximum mana: +78.00 Maximum stamina: +50.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +39.00 Maximum neg.energy: +37.00 Spellpower: +18 (+1 eff.) Spell crit. chance: +6% Mindpower: +4 (+0 eff.) Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +50 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Elata the Shockire Elata the ShockirePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +26.0% Physical power: +15 (+1 eff.) Armour: +18 Defense: +21 (+2 eff.) Fatigue: -8% Changes stats: +2 Str / +8 Dex / +10 Mag / +13 Wil / +17 Cun / +4 Con / +8 Lck Changes resistances: +3% lightning / +20% light / +22% darkness Grants telepathy: Dragon Critical mult.: +33.00% Trap disarming bonus: +20 Stealth bonus: +11 Maximum encumbrance: +44 Physical save: +34 (+0 eff.) Mental save: +20 (+3 eff.) Spell crit. chance: +10% Mindpower: +8 (+1 eff.) Mental crit. chance: +11% Light radius: +1 Infravision radius: +5 See invisible: +9 A belt that goes around your waist. |
Shadowraven the rough leather belt Shadowraven the rough leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +9% darkness Physical save: +6 (+0 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Spell crit. chance: +4% Mindpower: +11 (+1 eff.) A belt that goes around your waist. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
Glowquencher the cashmere robe (2 def, 0 armour) Glowquencher the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind * 20% chance to gain 10% of a turn Changes stats: +6 Mag / +6 Wil Changes resistances: +24% lightning / +19% cold / +3% light / +3% temporal Changes resistances penetration: +11% darkness / +13% physical Changes damage: +16% lightning / +11% physical / +11% darkness / +13% cold / +15% temporal Mana each turn: +0.27 Psi each turn: +0.27 Maximum hate: +9.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Light radius: +2 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. |
Unlightschism the pair of voratun boots (10 def, 24 armour) Unlightschism the pair of voratun boots (10 def, 24 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +24 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +10 Str / +10 Mag / +10 Wil / +10 Con Changes resistances: +15% acid / +6% temporal / +6% darkness / +30% fire / +28% cold / +20% mind / +14% lightning Changes resistances penetration: +14% physical Changes damage: +10% physical / +9% darkness / +6% mind Maximum encumbrance: +50 Physical save: +30 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+2 eff.) Silence immunity: +50% Confusion immunity: +42% Stun/Freeze immunity: +48% Life regen: +5.50 Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +5% Infravision radius: +3 Movement speed: +20% Healing mod.: +29% Size category: +1 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 12 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
Glowwinnow (0 def, 2 armour) Glowwinnow (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +19 Physical power: +14 (+1 eff.) Armour: +2 Effects on melee hit: * 30% chance to blind * 19% chance to cause random gloom Damage (Melee): 7 lightning / 13 temporal / 12 light / 8 fire / 8 acid / 28 mind / 8 cold / 13 arcane / 28 darkness Damage (Ranged): 12 temporal Changes stats: +17 Str / +19 Dex / +20 Mag / +20 Wil / +24 Cun / +20 Con Changes resistances: +18% acid / +10% temporal / +36% light / +8% arcane / +16% darkness Changes damage: +9% acid / +8% temporal / +26% light / +12% arcane / +6% darkness Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +77 (+0 eff.) Spell save: +24 (+0 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +186% Mana each turn: +0.28 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Mindpower: +8 (+1 eff.) Infravision radius: +4 When used to modify unarmed attacks: Power: 225% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +25 Physical crit. chance: +24.0% Attack speed: 125% When this weapon hits: Disarm (20% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Strike (30% chance level 3). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 60% chance to inflict damage reduction * 11% chance to gain 10% of a turn * 11% chance to blind Damage (Melee): +19 lightning / +16 light / +19 fire / +9 ice / +57 physical / +26 arcane / +17 acid Burst (radius 2) on crit: +52 light / +67 darkness It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 214% 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. |
dwarven-steel gauntlets 'Sundredge' (0 def, 2 armour) dwarven-steel gauntlets 'Sundredge' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +28.0% Armour: +2 Damage (Melee): 8 acid / 12 temporal / 8 cold / 8 fire / 11 mind / 8 lightning Damage (Ranged): 14 temporal Changes stats: +5 Str / +4 Dex / +9 Mag / +4 Wil / +8 Cun / +3 Con Changes resistances: +11% temporal / +8% mind / +11% darkness Changes resistances penetration: +10% fire Changes damage: +17% temporal / +8% arcane / +8% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +22.00% Physical save: +20 (+0 eff.) Mana each turn: +0.49 Spellpower: +24 (+1 eff.) Spell crit. chance: +43% Mental crit. chance: +27% Infravision radius: +3 Healing mod.: +10% When used to modify unarmed attacks: Power: 232% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +9 Physical crit. chance: +45.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Elemental Bolt (20% chance level 3). When this weapon crits: Cripple (40% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn Damage (Melee): +13 ice / +12 temporal / +17 darkness / +19 acid / +19 lightning / +15 fire / +38 arcane Burst (radius 2) on crit: +11 arcane / +10 mind It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
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: 212% 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: +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: 209% 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthefang the Greenblast (11 def, 5 armour) Arthefang the Greenblast (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +18 (+1 eff.) Armour: +5 Defense: +11 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 20 physical / 12 light / 8 temporal Changes stats: +46 Str / +34 Dex / +21 Wil / +20 Cun / +10 Con Changes resistances: +43% acid / +15% temporal / +15% physical / +15% blight / +43% fire / +45% cold / +60% lightning Changes resistances penetration: +25% nature / +5% light Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +30 (+0 eff.) Mental save: +27 (+4 eff.) Psi when hit: +0.16 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Light radius: +3 Skullcracker multiplicator: +12 It can be used to activate talent Battle Cry, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Strikecrypt (1 def, 0 armour) Strikecrypt (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid / 4 lightning Changes resistances: +28% lightning / +3% darkness / +18% cold / +7% mind / +6% acid Changes damage: +11% lightning / +12% cold / +8% mind / +9% darkness Physical save: +6 (+0 eff.) Mental save: +7 (+1 eff.) Psi each turn: +0.14 Maximum psi: +16.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
linen wizard hat of corrosion (+16%) (1 def, 0 armour) linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
Chargejustice (19 def, 48 armour) Chargejustice (19 def, 48 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +23 (+2 eff.) Armour: +48 Defense: +19 (+2 eff.) Fatigue: +31% Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Changes stats: +20 Str / +7 Mag / +10 Wil / +6 Cun / +7 Con Changes resistances: +64% lightning / +3% temporal / -19% light / +28% fire / +13% acid / +28% physical / +11% cold / +9% arcane / +29% darkness Changes resistances penetration: +5% temporal Changes damage: +9% lightning Physical save: +10 (+0 eff.) Spell save: +32 (+0 eff.) Mental save: +31 (+4 eff.) Spellpower: +25 (+2 eff.) Spell crit. chance: +10% Mindpower: +25 (+2 eff.) Mental crit. chance: +9% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
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. |
rough leather armour 'Cuthotir' (8 def, 2 armour) rough leather armour 'Cuthotir' (8 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Armour: +2 Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex / +2 Con Changes resistances: +11% light / +12% darkness Maximum encumbrance: +30 Stamina each turn: +0.70 Maximum life: +10.00 Maximum stamina: +15.00 Chance to avoid any damage: +5% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 17 cooldown : Effective talent level: 5.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
spiked rough leather armour of temporal resistance (1 def, 2 armour) spiked rough leather armour of temporal resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% temporal A suit of armour made of leather. |
Dazzlelord (24 def, 41 armour) Dazzlelord (24 def, 41 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +41 Defense: +24 (+3 eff.) Fatigue: +17% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 42 light / 20 physical Changes stats: +32 Str / +25 Wil / +20 Cun / +13 Con Changes resistances: +58% acid / +49% physical / +127% darkness / +82% blight / +58% cold / +14% lightning / +14% fire Changes damage: +9% light / +9% temporal Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +34 (+0 eff.) Mental save: +90 (+11 eff.) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +35% Life regen: +13.80 Stamina each turn: +4.40 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +72.00 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +1% Light radius: +9 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
stralite plate armour 'Duathelgasher' (7 def, 13 armour) stralite plate armour 'Duathelgasher' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) 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: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid / 23 mind / 4 darkness Changes stats: +14 Str / +8 Wil / +8 Cun / +4 Con Changes resistances: +13% acid / +26% physical / +18% darkness / +40% fire / +13% lightning / +39% cold Changes damage: +6% acid Talent cooldown: Rush (-5 turns) Mental save: +22 (+3 eff.) Disarm immunity: +36% Stun/Freeze immunity: +34% Knockback immunity: +36% Life regen: +3.40 Hate when firing a critical mind attack: +3.00 Maximum life: +131.00 Light radius: +2 Healing mod.: +25% It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
stralite plate armour 'Nysador' (7 def, 48 armour) stralite plate armour 'Nysador' (7 def, 48 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +48 Defense: +7 (+1 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to disease Damage (Melee): 20 acid / 17 fire Damage when hit (Melee): 15 acid / 15 fire Changes stats: +22 Str / +1 Wil Changes resistances: +46% acid / +38% physical / +36% darkness / +11% lightning / +38% fire / +12% cold / +27% temporal Reduces incoming crit damage: 15.00% Physical save: +13 (+0 eff.) Light radius: +7 See invisible: +3 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 74 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Flashwedge' (9 def, 16 armour) voratun plate armour 'Flashwedge' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +23 (+2 eff.) Armour: +16 Defense: +9 (+1 eff.) Fatigue: +40% Damage (Melee): 23 acid / 20 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +16 Str / +3 Dex / +10 Mag / +10 Wil / +15 Con Changes resistances: +20% lightning / +28% temporal / -1% light / +35% darkness / +45% fire / +10% arcane / +86% acid Changes resistances penetration: +15% physical Changes damage: +3% light / +3% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +19 (+0 eff.) Spell save: +34 (+0 eff.) Mental save: +10 (+1 eff.) Maximum life: +78.00 Spellpower: +20 (+1 eff.) Spell crit. chance: +6% Mindpower: +24 (+2 eff.) Mental crit. chance: +10% Healing mod.: +10% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 46 power out of 100/100. The very essence of bearness! |
quiver of elm arrows (13/13, 214% power, 5 apr) quiver of elm arrows (13/13, 214% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 215% 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: 13 Arrows are used with bows to pierce your foes to death. |
13 agate 13 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. |
782 alchemist agate 782 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. |
12 onyx 12 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. |
7 aquamarine 7 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. |
9 lapis lazuli 9 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 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 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. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 29 turns) iron pickaxe of wreckage (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 37 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
12 emerald 12 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. |
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. |
11 spinel 11 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
5 turquoise 5 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. |
Ce'Nunne the Thundervalor Ce'Nunne the ThundervalorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +1 Str / +5 Mag / +16 Wil / +9 Cun Changes resistances: +7% light / +9% fire Changes resistances penetration: +7% all Changes damage: +9% lightning / +7% darkness / +21% mind Damage affinity(heal): +5% darkness Grants telepathy: Humanoid/Orc Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +18 (+2 eff.) Blindness immunity: +15% Knockback immunity: +5% Only die when reaching: -80.00 life Spellpower: +8 (+0 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: -7 Infravision radius: +14 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 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 4615.34 damage. The damage dealt will increase with your Spellpower. 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. |
Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0 Mag Changes resistances: +0% blight / +0% darkness Changes resistances cap: +0% blight / +0% darkness Changes damage: +0% blight / +0% darkness Spellpower: +0 (+0 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. |
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 (242 power, based on Willpower), costing 5 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
10 garnet 10 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. |
4 ruby 4 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 (4/4) Rod of Recall (4/4)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 93 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 (17/17, 213% power, 1 apr) pouch of iron shots (17/17, 213% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 214% 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: 17 Shots are used with slings to pummel your foes to death. |
17 amethyst 17 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. |
yew wand of conjuration 'Morbusedge' [power 295] (5 cooldown) yew wand of conjuration 'Morbusedge' [power 295] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 20 mind Changes stats: +2 Dex Changes resistances: +15% nature Talent granted: +4 Strike Maximum life: +20.00 Healing mod.: +15% It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz 12 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. |
5 amber 5 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. |
13 ametrine 13 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. |
13 citrine 13 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. |
21 zircon 21 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 200
39th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Vyridis the Dark Faerie Adventurer level 200
13rd Haze 122nd year of Ascendancy at 15:51 see stats
By Vyridis the Dark Faerie Adventurer level 200
14th Haze 122nd year of Ascendancy at 17:23 see stats
By Vyridis the Dark Faerie Adventurer level 200
13rd Haze 122nd year of Ascendancy at 07:55 see stats
By Vyridis the Dark Faerie Adventurer level 36
2nd Flare 122nd year of Ascendancy at 11:08 see stats
By Vyridis the Dark Faerie Adventurer level 200
76th Haze 122nd year of Ascendancy at 08:01 see stats
By Vyridis the Dark Faerie Adventurer level 83
7th Dusk 122nd year of Ascendancy at 13:35 see stats
By Vyridis the Dark Faerie Adventurer level 52
6th Flare 122nd year of Ascendancy at 21:39 see stats
By Vyridis the Dark Faerie Adventurer level 119
30th Dusk 122nd year of Ascendancy at 08:11 see stats
By Vyridis the Dark Faerie Adventurer level 89
17th Dusk 122nd year of Ascendancy at 08:38 see stats
By Vyridis the Dark Faerie Adventurer level 147
46th Dusk 122nd year of Ascendancy at 16:13 see stats
By Vyridis the Dark Faerie Adventurer level 51
3rd Flare 122nd year of Ascendancy at 01:24 see stats
By Vyridis the Dark Faerie Adventurer level 10
4th Mirth 122nd year of Ascendancy at 06:55 see stats
By Vyridis the Dark Faerie Adventurer level 20
3rd Summertide 122nd year of Ascendancy at 21:18 see stats
By Vyridis the Dark Faerie Adventurer level 30
1st Flare 122nd year of Ascendancy at 08:59 see stats
By Vyridis the Dark Faerie Adventurer level 40
2nd Flare 122nd year of Ascendancy at 16:08 see stats
By Vyridis the Dark Faerie Adventurer level 50
2nd Flare 122nd year of Ascendancy at 22:04 see stats
By Vyridis the Dark Faerie Adventurer level 200
38th Regrowth 123rd year of Ascendancy at 09:23 see stats
By Vyridis the Dark Faerie Adventurer level 168
60th Dusk 122nd year of Ascendancy at 15:35 see stats
By Vyridis the Dark Faerie Adventurer level 151
46th Dusk 122nd year of Ascendancy at 17:35 see stats
By Vyridis the Dark Faerie Adventurer level 75
5th Dusk 122nd year of Ascendancy at 03:34 see stats
By Vyridis the Dark Faerie Adventurer level 140
40th Dusk 122nd year of Ascendancy at 13:20 see stats
By Vyridis the Dark Faerie Adventurer level 74
7th Flare 122nd year of Ascendancy at 13:54 see stats
By Vyridis the Dark Faerie Adventurer level 32
1st Flare 122nd year of Ascendancy at 20:50 see stats
By Vyridis the Dark Faerie Adventurer level 32
1st Flare 122nd year of Ascendancy at 19:16 see stats
By Vyridis the Dark Faerie Adventurer level 154
47th Dusk 122nd year of Ascendancy at 22:15 see stats
By Vyridis the Dark Faerie Adventurer level 200
31st Haze 122nd year of Ascendancy at 15:35 see stats
By Vyridis the Dark Faerie Adventurer level 200
45th Haze 122nd year of Ascendancy at 05:19 see stats
By Vyridis the Dark Faerie Adventurer level 8
1st Mirth 122nd year of Ascendancy at 08:18 see stats
By Vyridis the Dark Faerie Adventurer level 51
4th Flare 122nd year of Ascendancy at 11:51 see stats
By Vyridis the Dark Faerie Adventurer level 16
1st Summertide 122nd year of Ascendancy at 15:45 see stats
By Vyridis the Dark Faerie Adventurer level 36
2nd Flare 122nd year of Ascendancy at 12:36 see stats
By Vyridis the Dark Faerie Adventurer level 20
3rd Summertide 122nd year of Ascendancy at 21:18 see stats
By Vyridis the Dark Faerie Adventurer level 200
31st Haze 122nd year of Ascendancy at 15:35 see stats
By Vyridis the Dark Faerie Adventurer level 200
13rd Haze 122nd year of Ascendancy at 13:18 see stats
Log
There is a previous level (fell aura) 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 Spellcraft.
Vyridis deactivates Inner Power.
Vyridis deactivates Vulnerability Poison.
Vyridis deactivates Precision.
Vyridis deactivates Cleave.
Vyridis deactivates Blood Vengeance.
Vyridis deactivates Augmentation.
Vyridis deactivates Arcane Combat.
Vyridis deactivates Crippling Poison.
Vyridis deactivates Elemental Discord.
Vyridis deactivates Total Thuggery.
Vyridis deactivates Shock Hands.
Vyridis deactivates Chant of Resistance.
Vyridis deactivates Shadow Combat.
Vyridis deactivates Fiery Hands.
Vyridis deactivates Arcane Feed.
Vyridis deactivates Flame of Urh'Rok.
Vyridis deactivates Dark Ritual.
Vyridis deactivates Shadow Feed.
Vyridis deactivates Arcane Shield.
Vyridis deactivates Hymn of Perseverance.
Vyridis deactivates Shielding.
Vyridis deactivates Overkill.
Vyridis deactivates Willful Tormenter.
Vyridis deactivates Quicken Spells.