Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.3.0Donators/Buyers bonus! Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. Steamtech UI 1.1.4 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. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Luminosity Celestial rework 1.2.5This addon joins Negative and Positive energy bars into one, called Luminosity. For details, see http://forums.te4.org/viewtopic.php?f=50&t=43149 . Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 40 / 100% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued drake at level 40 on the 69th Pyre 123rd year of Ascendancy at 19:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 136 (base 88) |
| Dexterity | 140 (base 88) |
| Constitution | 99 (base 88) |
| Magic | 102 (base 88) |
| Willpower | 110 (base 88) |
| Cunning | 105 (base 88) |
Resources
| Life | -9/2293 |
| Equilibrium | 38 |
| Stamina | 174/202 |
| Psi | 1078/1078 |
| Healing Factor | 1 |
| Regeneration | 1.85 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +75.21134272266% |
| Spell | 0% |
| Global | +100.25605090058% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 9 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 77 |
| Crit Chance | 44% |
| APR | 94 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 77 |
| Crit Chance | 44% |
| APR | 94 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67.228538706647 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 88 (97.241379310345%) |
| Defense | 42.5 |
| Ranged Defense | 42.5 |
| Fatigue | 3.5 |
| Physical Save | 54.041666666667 |
| Spell Save | 51.025 |
| Mental Save | 56.753596766825 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 65% |
| Disarm Resistance | 44% |
| Knockback Resistance | 0% |
| Confusion Resistance | 100% |
| Stun Resistance | 50% |
| Pinning Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 59% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 9 turns. While Heroism is active, you will only die when reaching -787 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 670 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 5 turns. Its effects scale with your Magic stat.Additionally, it will throw enemies targeting you off your tracks. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 745% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Kinetic mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Projection | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Focus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented striking | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Voracity | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Kinetic Aura |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Psiblades |
| talent | Augmentation |
| talent | Slow Motion |
| talent | Skate |
| talent | Elemental Harmony |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 66.53 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 32% resistance against cold. Resolve |
| beneficial effect | Increases all stats by 6. Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her 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 injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +1. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 340. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | thunderous stralite greatmaul of purging (182% power, 3 apr) thunderous stralite greatmaul of purging (182% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 34% chance to daze * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +5 Cun / +3 Con Changes resistances penetration: +16% lightning Massive two-handed mauls. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 389.18 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Light source | preserving alchemist's lamp of illusion preserving alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% blight Physical save: +12 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +11 (+4 eff.) Life regen: +1.60 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 17 power out of 13/30) : Effective talent level: 3.0 Power cost: 17 out of 13/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8), dealing 92.65 light damage within affected radius. This talent ignores 0% of your target's blind immunity (scales with your positive Luminosity). The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On feet | pair of hardened leather boots 'Mayarin' (0 def, 10 armour) pair of hardened leather boots 'Mayarin' (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 mind Changes resistances: +9% acid Changes damage: +6% mind Infravision radius: +1 A pair of boots made of leather. |
| Tool | psionic stralite torque of psychoportation [power 44] (2/17 cooldown) psionic stralite torque of psychoportation [power 44] (2/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Psi each turn: +0.29 It can be used to teleport randomly (rad 44), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | mule's stralite ring of tenacity mule's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Disarm immunity: +44% Pinning immunity: +36% Knockback immunity: +30% Maximum life: +22.00 Rings can have magical properties. |
| Around neck | enraging stralite amulet of vision enraging stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +6% physical Blindness immunity: +29% Infravision radius: +6 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
| In main hand | absorbing pulsing mindstar of persecution (108% power, 61 apr, mind damage) absorbing pulsing mindstar of persecution (108% power, 61 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 108% Range: 1.1x Uses stats: 84% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +61 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +15% Unnatural When wielded/worn: Changes resistances: +9% lightning / +12% fire / +6% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +7.00% A belt that goes around your waist. |
| In off hand | pulsing mindstar of flames (104% power, 61 apr, nature damage) pulsing mindstar of flames (104% power, 61 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 84% Wil, 47% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +61 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +7% fire Changes resistances penetration: +6% fire Changes damage: +14% fire Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Radhyharalar (2 def, 8 armour) Radhyharalar (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +2 Dex / +1 Mag Changes resistances: +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Swampbliss' (5 def, 17 armour) dwarven-steel plate armour 'Swampbliss' (5 def, 17 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +18% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% nature Physical save: +7 (+2 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. adaptation infusion of the titan (cure 2 afflictions; duration 13, 31% resist, 47% recovery)adaptation infusion of the titan (cure 2 afflictions; duration 13, 31% resist, 47% recovery) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 13 turns, you gain water breathing, 31% fire and cold resistance, and have a 47% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (635% speed; 7 turns)movement infusion (635% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 269 over 5 turns)regeneration infusion (heal 269 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 33%; cure mental)wild infusion of the warrior (resist 33%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 (590.00 temporal damage, removed from time 4 turns) Rune of the Rift (590.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 590.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (95 cold damage; 21 apply power)biting gale rune (95 cold damage; 21 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 95.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the duelist (range 15)controlled phase door rune of the duelist (range 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (278 lightning damage)lightning rune (278 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 92.67 to 278.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (705% regen over 10 turns; 35 instant mana)manasurge rune (705% regen over 10 turns; 35 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 705% over 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 202)teleportation rune of the duelist (range 202) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 202 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 22% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 34 power out of 60/60) : Effective talent level: 2.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Learning this talent grants you a charge, and using it spends it; while you are in a possession of a charge, arcane eye observes surroundings from your location. Using this talent on yourself will destroy the oldest arcane eye, and will not put a talent on a cooldown. Casting the eye does not take a turn. Only 1 arcane eyes can exist at any given time, and casting the new one will cancel the oldest (currently in stock: 0). Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
This item will automatically be transmogrified when you leave the level. clarifying stralite amulet of mastery (0.34 Psionic / Thermal mastery)clarifying stralite amulet of mastery (0.34 Psionic / Thermal mastery) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% mind Talent mastery: +0.34 Psionic / Thermal mastery Confusion immunity: +24% Amulets can have magical properties. |
enraging stralite amulet of constitution (+6) enraging stralite amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Con Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit voratun amulet of healingstarlit voratun amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% light / +19% darkness Blindness immunity: +23% Cut immunity: +60% Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 405 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet of willpower (+4)stralite amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's voratun amulet of visionwarrior's voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +13% physical Blindness immunity: +26% Stamina each turn: +0.40 Infravision radius: +7 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Neryra the stralite ring Neryra the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +12 Mag / +6 Wil / +1 Con Spell save: +12 (+4 eff.) Blindness immunity: +15% Disarm immunity: +35% Pinning immunity: +36% Stun/Freeze immunity: +15% Knockback immunity: +54% Teleport immunity: +5% Maximum life: +36.00 Spellpower: +7 (+1 eff.) See invisible: +9 Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Nerema' gold ring 'Nerema'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +14% blight Changes damage: +23% blight Critical mult.: +10.00% Mana each turn: +0.04 Spell crit. chance: +4% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's voratun ring of light (+32%)marksman's voratun ring of light (+32%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +32% light Changes damage: +16% light Rings can have magical properties. |
treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Defense: +8 (+3 eff.) Changes resistances: +6% nature / +7% blight Poison immunity: +15% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
The Gaping Maw (200% power, 4 apr) The Gaping Maw (200% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 200% Range: 1.5x Uses stat: 135% Wil 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 crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (187% power, 4 apr)voratun battleaxe (187% power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
Life Drinker (172% power, 11 apr) Life Drinker (172% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 172% Range: 1.3x Uses stats: 39% Wil, 55% Mag Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 3.97 acid and 3.97 blight damage. If not cleared after five turns it will inflict 88.09 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Mercy (165% power, 9 apr) Mercy (165% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 165% Range: 1.3x Uses stats: 50% Wil, 62% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (159% power, 30 apr) Moon (159% power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 160% Range: 1.3x Uses stats: 50% Wil, 50% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (140% power, 20 apr) Shantiz the Stormblade (140% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 141% Range: 1.3x Uses stat: 112% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (153% power, 10 apr) Silent Blade (153% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 154% Range: 1.3x Uses stats: 39% Wil, 62% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (156% power, 8 apr) Spelldrinker (156% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 156% Range: 1.3x Uses stats: 50% Wil, 5% Mag, 62% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (153% power, 20 apr) Swordbreaker (153% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 154% Range: 1.3x Uses stat: 106% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (153% power, 10 apr) Umbral Razor (153% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 154% Range: 1.3x Uses stats: 50% Wil, 50% Cun, 10% Mag Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 62.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. chilling stralite dagger (157% power, 9 apr)chilling stralite dagger (157% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 158% Range: 1.3x Uses stats: 50% Wil, 50% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +13 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger (170% power, 9 apr)flaming voratun dagger (170% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 170% Range: 1.3x Uses stats: 50% Wil, 50% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire Sharp, short and deadly. |
Borosk's Hate (189% power, 22 apr) Borosk's Hate (189% power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
This item will automatically be transmogrified when you leave the level. stralite greatsword (179% power, 3 apr)stralite greatsword (179% power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 179% Range: 1.6x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's elven-wood longbowblazebringer's elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +13 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +3% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dragonbone longbowdragonbone longbow Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Longbows are used to shoot arrows at your foes. |
dragonbone longbow of nature dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +13 nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
Acera (162% power, 4 apr) Acera (162% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 163% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infect your target with a corrosive worm that deals 15.35 acid damage per turn for 10 turns. If the target dies while the worm is inside, it will explode, doing 62.11 acid damage in a radius of 4. The damage will increase with your Spellpower, and can critical. This warped, blackened sword drips acid from its countless pores. |
Butcher (178% power, 12 apr) Butcher (178% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 178% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Grinusin the dwarven-steel longsword (153% power, 4 apr) Grinusin the dwarven-steel longsword (153% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 154% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 mind When wielded/worn: Psi when hit: +0.12 Maximum hate: +6.00 Mental crit. chance: +4% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Ivudhewe the Growthblow (152% power, 4 apr) Ivudhewe the Growthblow (152% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 152% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +35 insidious poison Burst (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +1 Con Changes damage: +9% nature Reduces incoming crit damage: 5.00% Maximum encumbrance: +10 Sharp, long, and deadly. |
Twilight's Edge (177% power, 7 apr) Twilight's Edge (177% power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 177% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
This item will automatically be transmogrified when you leave the level. arcing voratun longsword of daylight (172% power, 6 apr)arcing voratun longsword of daylight (172% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 173% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 light / +8 lightning Damage against: +12% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun longsword of crippling (172% power, 6 apr)elemental voratun longsword of crippling (172% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 173% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +11% acid / +12% fire / +8% cold / +11% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun mace of erosion (176% power, 6 apr)balanced voratun mace of erosion (176% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 176% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 nature / +14 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +46% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun mace of dampening (174% power, 6 apr)insidious voratun mace of dampening (174% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 174% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +52 insidious poison When wielded/worn: Changes resistances: +11% acid / +12% fire / +9% cold / +10% lightning Spell save: +11 (+4 eff.) Blunt and deadly. |
Bregyreran the thorny mindstar (97% power, 24 apr, nature damage) Bregyreran the thorny mindstar (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn When wielded/worn: Changes resistances: +9% temporal Changes damage: +5% acid / +6% mind Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Life regen: +0.60 Equilibrium when hit: +1.10 Hate per kill: +4.00 Psi per kill: +2.00 Maximum life: +25.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to inflict 121.44 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar (115% power, 40 apr, nature damage)gifted living mindstar (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +14 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of slime (114% power, 40 apr, nature damage)horrifying living mindstar of slime (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Damage when hit (Melee): 7 darkness / 5 mind Changes damage: +5% mind / +4% darkness / +6% nature Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of resolve (114% power, 40 apr, mind damage)living mindstar of resolve (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Physical save: +6 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Staff of Arcane Supremacy (147% power, 4 apr, arcane damage) Staff of Arcane Supremacy (147% power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 147% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+2 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Destruction (147% power, 4 apr, fire damage) Staff of Destruction (147% power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of fate (159% power, 6 apr, physical damage)dragonbone vilestaff of fate (159% power, 6 apr, physical damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 160% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +6 (+2 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff (153% power, 5 apr, physical damage)elven-wood magestaff (153% power, 5 apr, physical damage) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff of power (159% power, 6 apr, physical damage)magelord's dragonbone magestaff of power (159% power, 6 apr, physical damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 160% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 21 arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +31.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of projection (170% power, 6 apr)elemental voratun waraxe of projection (170% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +15 mind When wielded/worn: Changes resistances penetration: +12% acid / +14% fire / +12% cold / +12% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of erosion (170% power, 6 apr)insidious voratun waraxe of erosion (170% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 112% Wil 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): +41 insidious poison / +14 temporal / +12 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun waraxe of massacre (180% power, 6 apr)slime-covered voratun waraxe of massacre (180% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 180% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (170% power, 6 apr)voratun waraxe (170% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (169% power, 6 apr)voratun waraxe (169% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 169% Range: 1.4x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather beltdrakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
cashmere cloak 'Blindworm' (12 def, 0 armour) cashmere cloak 'Blindworm' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +1 Mag Changes resistances penetration: +10% light Physical save: +10 (+3 eff.) Maximum mana: +40.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Manodig the Shadevortex (2 def, 0 armour) Manodig the Shadevortex (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 blight Changes resistances: +21% fire / +18% cold / +13% mind / +17% darkness Changes resistances penetration: +15% darkness Changes damage: +6% blight / +12% cold / +14% fire Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of the mind (+25%) (5 def, 0 armour)dreamer's elven-silk robe of the mind (+25%) (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +25% mind / +17% darkness Changes damage: +14% mind Physical save: +20 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +34 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe (5 def, 0 armour)elven-silk robe (5 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe (5 def, 0 armour)elven-silk robe (5 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of corrosion (+25%) (5 def, 0 armour)slimy elven-silk robe of corrosion (+25%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects when hit in melee: * Slows global speed by 8% * 6 arcane resource burn Changes resistances: +25% acid Changes damage: +17% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Urosagorn the pair of dwarven-steel boots (0 def, 4 armour) Urosagorn the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +0.40 Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of drakeskin leather boots of uncanny dodging (8 def, 11 armour)miner's pair of drakeskin leather boots of uncanny dodging (8 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots (0 def, 5 armour)pair of drakeskin leather boots (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots (0 def, 5 armour)pair of drakeskin leather boots (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots (0 def, 5 armour)pair of drakeskin leather boots (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of evasion (12 def, 5 armour)pair of drakeskin leather boots of evasion (12 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 62 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots (0 def, 5 armour)pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Camygen the Airresolve (0 def, 2 armour) Camygen the Airresolve (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze Damage (Melee): 13 darkness Damage when hit (Melee): 8 lightning Changes resistances: +9% darkness / +3% lightning Changes damage: +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 31.70 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
This item will automatically be transmogrified when you leave the level. blighted voratun gauntlets (0 def, 3 armour)blighted voratun gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 blight Changes resistances: +6% blight Changes damage: +5% blight Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves (0 def, 3 armour)drakeskin leather gloves (0 def, 3 armour) 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets (0 def, 3 armour)voratun gauntlets (0 def, 3 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Dazzleoozer (0 def, 3 armour) Dazzleoozer (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Con Changes resistances: +3% blight / +6% cold Changes damage: +3% light A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
This item will automatically be transmogrified when you leave the level. clarifying elven-silk wizard hat of fire (+19%) (3 def, 0 armour)clarifying elven-silk wizard hat of fire (+19%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun Changes resistances: +19% fire Changes damage: +13% fire Mental save: +12 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of dexterity (+3) (0 def, 5 armour)drakeskin leather cap of dexterity (+3) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's drakeskin leather cap of strength (+3) (0 def, 8 armour)miner's drakeskin leather cap of strength (+3) (0 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +3 Str Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic voratun helm of dexterity (+6) (0 def, 5 armour)prismatic voratun helm of dexterity (+6) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +13% light / +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm (0 def, 5 armour)voratun helm (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivamina the drakeskin leather armour (5 def, 8 armour) Ivamina the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Changes resistances: +27% cold / +9% physical Changes damage: +12% arcane Physical save: +20 (+6 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +45.00 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of spell shielding (5 def, 8 armour)spiked drakeskin leather armour of spell shielding (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +7% arcane Spell save: +18 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of delving (9 def, 16 armour)fortifying voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +12 Str / +4 Con Changes resistances: +17% darkness / +8% physical Maximum life: +52.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of delving (9 def, 16 armour)spiked voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 19 physical Changes stats: +7 Str Changes resistances: +14% darkness / +6% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of cold resistance (9 def, 16 armour)voratun plate armour of cold resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +21% cold A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. voratun shield (12 def, 3 armour, 198 block)voratun shield (12 def, 3 armour, 198 block) Requires: - Strength 48 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield (12 def, 3 armour, 205.5 block)voratun shield (12 def, 3 armour, 205.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
warded stralite shield of earthen fury (10 def, 11 armour, 134 block) warded stralite shield of earthen fury (10 def, 11 armour, 134 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Armour Hardiness: +6% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +14% physical Maximum wards: +3 lightning / +3 temporal / +3 blight / +2 fire / +3 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 196% power, 100 apr) Arkul's Siege Arrows (14/14, 196% power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 197% Range: 1.4x Uses stats: 79% Wil, 56% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Quiver of Domination (20/20, 152% power, 8 apr) Quiver of Domination (20/20, 152% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 152% Range: 1.4x Uses stats: 76% Wil, 67% Cun Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 164% power, 15 apr) Quiver of the Sun (25/25, 164% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 164% Range: 1.4x Uses stats: 56% Wil, 79% Cun Damage type: Bright light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Yvimina the Venomprophet (21/21, 175% power, 14 apr) Yvimina the Venomprophet (21/21, 175% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 175% Range: 1.4x Uses stats: 56% Wil, 79% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * Slows global speed by 40% * Random elemental explosion Damage (Ranged): +8 nature Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of paradox (21/21, 180% power, 18 apr) quiver of dragonbone arrows of paradox (21/21, 180% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 56% Wil, 79% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 12% chance to gain 10% of a turn Damage (Ranged): +11 temporal Arrows are used with bows to pierce your foes to death. |
7 agate 7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
170 alchemist agate 170 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. |
6 onyx 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
12 aquamarine 12 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duskhunt (dig speed 14 turns) Duskhunt (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Str Changes resistances penetration: +5% fire Changes damage: +9% fire / +10% mind / +12% darkness Mental save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zegund ZegundInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex Grants telepathy: Dragon Mental save: +8 (+3 eff.) Light radius: +4 See stealth: +5 See invisible: +7 Heals friendly targets nearby when you use a nature summon: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Tarryrain' alchemist's lamp 'Tarryrain'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% physical Changes damage: +3% mind Maximum life: +52.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarity ethereal alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +7 (+2 eff.) Spellpower: +7 (+1 eff.) Light radius: +5 See stealth: +8 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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% 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Frozen Shards (25/25, 161% power, 15 apr) Frozen Shards (25/25, 161% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stat: 129% Cun Damage type: Ice Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Zerokalthovor the pouch of stralite shots (21/21, 172% power, 5 apr) Zerokalthovor the pouch of stralite shots (21/21, 172% power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 173% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 40% chance to corrode armour Damage (Ranged): +24 acid / +26 fire Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of stralite shots (19/19, 171% power, 5 apr)elemental pouch of stralite shots (19/19, 171% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 172% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots of persecution (20/20, 171% power, 5 apr) hateful pouch of stralite shots of persecution (20/20, 171% power, 5 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 172% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 On weapon hit: * disrupts spell-casting Damage (Ranged): +6 darkness Damage against: +9% Living / +9% Unnatural Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Chamorain' (18/18, 160% power, 3 apr) pouch of dwarven-steel shots 'Chamorain' (18/18, 160% power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 160% Range: 1.2x Uses stat: 129% Cun Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon hit: * 52 arcane resource burn * Slows global speed by 20% Burst (radius 1) on hit: +8 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots (20/20, 171% power, 5 apr)pouch of stralite shots (20/20, 171% power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 172% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots (22/22, 184% power, 6 apr)pouch of voratun shots (22/22, 184% power, 6 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 185% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots (19/19, 183% power, 6 apr)pouch of voratun shots (19/19, 183% power, 6 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 184% Range: 1.2x Uses stat: 129% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 87 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
psionic dwarven-steel torque of mindblast [power 197] (2/4 cooldown) psionic dwarven-steel torque of mindblast [power 197] (2/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Psi each turn: +0.13 It can be used to fire a blast of psionic energies in a range 10 beam (dam 98-197), putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
13 amethyst 13 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered elven-wood wand of conjuration [power 619] (2/9 cooldown) overpowered elven-wood wand of conjuration [power 619] (2/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 310-619), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Inkees the Yeek Mindslayer level 36
48th Pyre 123rd year of Ascendancy at 17:45 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Inkees the Yeek Mindslayer level 35
44th Pyre 123rd year of Ascendancy at 08:30 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Inkees the Yeek Mindslayer level 23
9th Decay 122nd year of Ascendancy at 05:29 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Inkees the Yeek Mindslayer level 39
69th Pyre 123rd year of Ascendancy at 17:19 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Inkees the Yeek Mindslayer level 39
65th Pyre 123rd year of Ascendancy at 05:15 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Inkees the Yeek Mindslayer level 29
9th Pyre 123rd year of Ascendancy at 00:10 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Inkees the Yeek Mindslayer level 22
72nd Haze 122nd year of Ascendancy at 13:32 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Inkees the Yeek Mindslayer level 38
53rd Pyre 123rd year of Ascendancy at 17:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Inkees the Yeek Mindslayer level 18
28th Haze 122nd year of Ascendancy at 18:54 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Inkees the Yeek Mindslayer level 21
58th Haze 122nd year of Ascendancy at 05:53 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Inkees the Yeek Mindslayer level 36
52nd Pyre 123rd year of Ascendancy at 00:36 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Inkees the Yeek Mindslayer level 17
1st Dusk 122nd year of Ascendancy at 13:07 see stats
Level 10 (Roguelike)
Got a character to level 10.By Inkees the Yeek Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 06:16 see stats
Level 20 (Roguelike)
Got a character to level 20.By Inkees the Yeek Mindslayer level 20
47th Haze 122nd year of Ascendancy at 12:35 see stats
Level 30 (Roguelike)
Got a character to level 30.By Inkees the Yeek Mindslayer level 30
10th Pyre 123rd year of Ascendancy at 02:41 see stats
Level 40 (Roguelike)
Got a character to level 40.By Inkees the Yeek Mindslayer level 40
69th Pyre 123rd year of Ascendancy at 18:41 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Inkees the Yeek Mindslayer level 23
1st Decay 122nd year of Ascendancy at 03:05 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Inkees the Yeek Mindslayer level 36
45th Pyre 123rd year of Ascendancy at 20:24 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Inkees the Yeek Mindslayer level 22
69th Haze 122nd year of Ascendancy at 21:03 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Inkees the Yeek Mindslayer level 38
53rd Pyre 123rd year of Ascendancy at 19:10 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Inkees the Yeek Mindslayer level 17
1st Dusk 122nd year of Ascendancy at 13:23 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Inkees the Yeek Mindslayer level 11
2nd Flare 122nd year of Ascendancy at 06:21 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Inkees the Yeek Mindslayer level 30
30th Pyre 123rd year of Ascendancy at 22:15 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Inkees the Yeek Mindslayer level 11
3rd Flare 122nd year of Ascendancy at 22:41 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Inkees the Yeek Mindslayer level 24
4th Regrowth 123rd year of Ascendancy at 23:18 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Inkees the Yeek Mindslayer level 30
30th Pyre 123rd year of Ascendancy at 14:36 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Inkees the Yeek Mindslayer level 29
9th Pyre 123rd year of Ascendancy at 01:57 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Inkees the Yeek Mindslayer level 14
9th Flare 122nd year of Ascendancy at 04:03 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Inkees the Yeek Mindslayer level 34
43rd Pyre 123rd year of Ascendancy at 21:57 see stats
Log
Overpowered greater multi-hued wyrm hits Inkees for (108 to psi shield), 322 physical (322 total damage).
Overpowered greater multi-hued wyrm breathes lightning!
Overpowered greater multi-hued wyrm shrugs off the effect 'Intimidated'!
Inkees is invigorated by the attack!
Overpowered greater multi-hued wyrm hits Inkees for 321 lightning damage.
Inkees is invigorated by the attack!
Inkees performs a melee critical strike against Overpowered greater multi-hued wyrm!
Overpowered greater multi-hued wyrm's armor corrodes!
Inkees's mind surges with critical power!
Inkees is invigorated by the attack!
Inkees is invigorated by the attack!
Inkees is invigorated by the attack!
Inkees is invigorated by the attack!
Overpowered greater multi-hued wyrm is fully armored again.
Overpowered greater multi-hued wyrm's magic has been purged!
Inkees deactivates Daunting Presence.
Talent Charged Strike is ready to use.
Talent Frenzied Focus is ready to use.
Beyond the Flesh hits Overpowered greater multi-hued wyrm for 181 physical, 10 nature, , , 0 arcane, 17 physical, 15 fire (223 total damage).
Overpowered greater multi-hued wyrm hits Inkees for 8 lightning, (2 to psi shield), 1 fire, (4 to psi shield), 2 cold, (5 to psi shield), 3 acid (14 total damage).
Burning from Overpowered greater multi-hued wyrm hits Inkees for (24 to psi shield), 12 fire (12 total damage).
Overpowered greater multi-hued wyrm is no longer illuminated.
Overpowered greater multi-hued wyrm breathes ice!
Inkees is invigorated by the attack!
Inkees slows down.
Multi-hued drake is no longer illuminated.
Multi-hued drake recovers sight.
Multi-hued drake breathes fire!
Overpowered greater multi-hued wyrm is on fire!
Saving game...
