Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
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 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Superhuman |
Class | Hedgeknight |
Level / Exp | 130 / 74% |
Size | medium |
Lifes / Deaths | Killed by Porekira the orc high cryomancer at level 130 on the 35th Pyre 123rd year of Ascendancy at 08:18 / 1 |
Primary Stats
Strength | 305 (base 100) |
Dexterity | 107 (base 22) |
Constitution | 216 (base 100) |
Magic | 117 (base 10) |
Willpower | 213 (base 100) |
Cunning | 207 (base 64) |
Resources
Life | -55/12538 |
Mana | 2184/2191 |
Stamina | 954/964 |
Equilibrium | 185 |
Healing Factor | 1.51 |
Regeneration | 88.344471339841 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +251.76929592235% |
Vision
Sight | 12 |
Lite | -3 |
Infravision | 44 |
See Stealth | 17 |
See Invisible | 65 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 763 |
Accuracy | 118 |
Crit Chance | 138% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74.5 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 124.48571428571 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 257.65991873476 (99.270106423649%) |
Defense | 113.1717108369 |
Ranged Defense | 118.83837750356 |
Fatigue | 0 |
Physical Save | 115.24583333333 |
Spell Save | 84.525 |
Mental Save | 104.1875 |
Defense: Resistances
All | + 31%( 76%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 87% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Pinning Resistance | 5% |
Poison Resistance | 20% |
Blind Resistance | 34% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 50% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1156 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 719 damage for 8 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 807 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 36 for 10 turns. While Heroism is active, you will only die when reaching -1523 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 Constitution stat. |
Class Talents
Wild-gift / Thorns | 1.50 |
| 13/5 |
| 6/5 |
| 13/5 |
| 13/5 |
Wild-gift / Moss | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Bush-guardian | 1.50 |
| 13/5 |
| 6/5 |
| 6/5 |
| 11/5 |
Cunning / Poisons | 1.59 |
| 10/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Wild-gift / Petals | 1.30 |
| 11/5 |
| 6/5 |
| 8/5 |
| 9/5 |
Cunning / Tactical | 1.70 |
| 7/5 |
| 11/5 |
| 7/5 |
| 12/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 9/5 |
| 3/5 |
| 4/5 |
| 6/5 |
Technique / Combat training | 1.50 |
| 13/5 |
| 1/5 |
| 7/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Tree | 1.50 |
| 13/5 |
| 8/5 |
| 13/5 |
| 11/5 |
Technique / Conditioning | 1.79 |
| 9/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Deadly Poison |
talent | Sap |
talent | Thorn Body |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Wild Growth |
talent | Crippling Poison |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 85% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
beneficial effect | Great knowledge from The Petals, increasing Accuracy by 51 and Defense by 97. Petal Rain |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+26). Continuum Destabilization |
beneficial effect | Increases global speed by 43%. Elemental Harmony |
beneficial effect | You have 485 fungal energies stored. Release them to heal by using the Fungal Blood prodigy. Fungal Blood |
beneficial effect | You have an arcane eye observing for you in a radius of 4. Arcane Eye |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target has 40% chance to evade melee attacks and gains 65 defense. Evasion |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +1. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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. * You have found the Resonating Diamond. | done |
Equipment
On feet | Bethurawyn (55 def, 25 armour) Bethurawyn (55 def, 25 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Armour: +25 Defense: +55 (+9 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +11 Mag / +17 Wil / +6 Cun / +18 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +5% mind / +49% physical Changes damage: +15% mind Critical mult.: +10.00% Physical save: +38 (+6 eff.) Spell save: +18 (+4 eff.) Mental save: +31 (+5 eff.) Mana each turn: +0.57 Psi when hit: +0.04 Vim when firing critical spell: +5.00 Hate when firing a critical mind attack: +4.00 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +18 (+3 eff.) Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 39 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Glitterstone the alchemist's lamp Glitterstone the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Damage when hit (Melee): 4 arcane / 4 light Changes stats: +16 Cun / +9 Mag Changes resistances: +8% temporal / +22% darkness / +33% blight / +8% cold / +11% light Changes damage: +11% darkness / +15% arcane Damage affinity(heal): +5% darkness Physical save: +26 (+4 eff.) Spell save: +28 (+6 eff.) Mental save: +34 (+6 eff.) Mana when firing critical spell: +4.00 Maximum mana: +60.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +11% Mindpower: +6 (+1 eff.) Mental crit. chance: +9% Light radius: -3 Infravision radius: +28 See stealth: +17 See invisible: +37 Healing mod.: +22% Defense after a teleport: +35 Resist all after a teleport: +24% New effects duration reduction after a teleport: +61% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 68 blight damage or heals 100 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Malyrath (1 def, 2 armour) Malyrath (1 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +2 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +4 Str / +1 Dex / +3 Mag / +7 Wil / +11 Cun / +5 Con Changes resistances: +4% lightning / +13% temporal / +22% light / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +8% mind / +22% darkness Changes resistances penetration: +10% temporal Changes damage: +6% lightning / +12% light / +5% fire / +6% acid / +12% darkness / +3% blight / +6% cold / +8% mind / +14% arcane Physical save: +7 (+1 eff.) Mental save: +29 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +2.30 Mana each turn: +1.36 Mana when hit: +1.20 Maximum life: +30.00 Maximum mana: +54.00 Maximum psi: +16.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Damage Shield Power: +7% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 255.77 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Galespitter [power 23] (6/9 cooldown) Galespitter [power 23] (6/9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +1 Wil Changes resistances: +12% mind / +12% temporal Maximum wards: +15 acid / +15 nature / +15 light Changes resistances penetration: +20% mind / +5% blight Changes damage: +15% lightning / +9% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +14 Rushing Claws +3 Ward +5 Lay Web Vim when firing critical spell: +3.00 It can be used to harden the skin for 7 turns increasing armour by 23 and armour hardiness by 70%, putting all charms on cooldown for 9 turns. When used: 200% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Damage when hit (Melee): 16 darkness / 8 temporal Changes stats: +9 Dex / +8 Wil / +19 Cun Changes resistances: +36% lightning Changes damage: +18% lightning / +6% temporal Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Mindpower: +13 (+2 eff.) See invisible: +15 Can be unequipped or rerolled. 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? |
On fingers | gladiator's voratun ring of blinding strikes gladiator's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 28% chance to blind Effects on ranged hit: * 19% chance to blind Changes stats: +9 Str / +10 Con Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 1/30) : Effective talent level: 4.0 Power cost: 30 out of 1/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 65 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | Hellscar the voratun greatsword (91-145.6 power, 4 apr) Hellscar the voratun greatsword (91-145.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 91.0 - 145.6 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze Damage (Melee): +28 nature / +35 temporal Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +42 (+6 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 16 fire Changes stats: +23 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +16 Con Changes resistances: +6% lightning Changes resistances penetration: +21% lightning / +21% fire / +21% physical Changes damage: +40% physical / +15% fire / +9% temporal Critical mult.: +28.00% Disarm immunity: +49% Stamina when hit: +7.00 Global speed: +8% * Grants [Heavy Strike] Talent Massive two-handed swords. |
On hands | Gywen (6 def, 16 armour) Gywen (6 def, 16 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Armour: +16 Armour Hardiness: +9% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +14 Str / +14 Dex / +6 Mag / +10 Wil / +20 Cun / +25 Con Changes resistances: +9% lightning / +12% physical / +10% light / +9% darkness / +6% nature / +9% temporal Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +3 (+0 eff.) Poison immunity: +20% Disarm immunity: +98% Pinning immunity: +5% Stun/Freeze immunity: +5% Mana each turn: +0.40 Spellpower: +14 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 115.91 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Betusemina the Blastrazor (10 def, 5 armour) Betusemina the Blastrazor (10 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +12 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +25 Str / +43 Mag / +24 Wil / +15 Cun Changes resistances: +47% lightning / +19% physical / +16% blight / +65% cold / +50% acid / +20% fire Changes resistances penetration: +5% lightning / +26% temporal / +5% mind / +29% physical Changes damage: +56% lightning / +40% temporal / +20% darkness / +16% light / +85% physical / +13% fire / +65% cold / +34% acid Talent cooldown: Refit Golem (-6 turns) Critical mult.: +15.00% Maximum encumbrance: +30 Physical save: +30 (+5 eff.) Mental save: +30 (+5 eff.) Life regen: +5.80 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +100.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Mindpower: +14 (+2 eff.) Mental crit. chance: +6% Healing mod.: +29% Reduces paradox anomalies(equivalent to willpower): +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Lisilesetira (2 def, 9 armour) Lisilesetira (2 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +9 Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 mind Changes stats: +7 Str / +7 Dex / +15 Mag / +20 Wil / +12 Cun / +7 Con Changes resistances: +22% cold / +22% darkness / +22% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +11 (+2 eff.) Spell save: +18 (+4 eff.) Mental save: +6 (+1 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Maximum life: +69.00 Maximum mana: +128.00 Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +22 Resist all after a teleport: +12% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earandur the Pitchsnake Earandur the PitchsnakeInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Armour: +7 Defense: +28 (+5 eff.) Fatigue: -26% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes stats: +18 Str / +26 Dex / +4 Mag / +9 Wil / +18 Cun / +25 Con / +17 Lck Changes resistances: +38% lightning Changes resistances cap: +6% all Changes resistances penetration: +10% arcane Changes damage: +6% mind Grants telepathy: Humanoid/Orc Talent masteries: +0.29 Cunning / Poisons +0.29 Technique / Conditioning Critical mult.: +28.00% Physical save: +62 (+10 eff.) Spell save: +17 (+3 eff.) Mental save: +25 (+4 eff.) Blindness immunity: +34% Stun/Freeze immunity: +82% Life regen: +8.70 Stamina each turn: +2.60 Hate when firing a critical mind attack: +2.00 Maximum life: +63.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +20% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Inventory
vine lasso infusion of the titan (4 turns, 275 physical damage) vine lasso infusion of the titan (4 turns, 275 physical damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 275.20 physical damage per turn. 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. |
heroism infusion of the warrior (+49 for 12 turns, die at -1731) heroism infusion of the warrior (+49 for 12 turns, die at -1731)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: 31 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 49 for 12 turns. While Heroism is active, you will only die when reaching -1731 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. 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. |
movement infusion of the warrior (1579% speed; 9 turns) movement infusion of the warrior (1579% speed; 9 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1579% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
shielding rune of the titan (absorb 743 for 3 turns) shielding rune of the titan (absorb 743 for 3 turns)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 create a protective shield absorbing at most 743 damage for 3 turns. Its effects scale with your Constitution 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. |
teleportation rune of the psychic (range 240) teleportation rune of the psychic (range 240)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 240 with a minimum range of 15. Its effects scale with your Willpower 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. |
teleportation rune of the warrior (range 328) teleportation rune of the warrior (range 328)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 328 with a minimum range of 15. Its effects scale with your Strength 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. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. TulyregoharakanTulyregoharakan Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +26 (+4 eff.) Fatigue: -35% Effects on melee hit: * 30% chance to gain 10% of a turn * 30% chance to corrode armour Damage when hit (Melee): 4 temporal Changes stats: +16 Dex / +5 Mag / +11 Wil / +15 Cun / +26 Con Changes resistances: +9% temporal Changes resistances penetration: +10% acid Changes damage: +3% acid / +27% physical / +3% temporal Talent masteries: +0.22 Technique / Conditioning +0.22 Wild-gift / Call of the wild Critical mult.: +15.00% Physical save: +39 (+6 eff.) Spell save: +44 (+9 eff.) Mental save: +44 (+7 eff.) Life regen: +9.70 Stamina each turn: +2.40 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +5.00 Maximum mana: +36.00 Mental crit. chance: +3% Movement speed: +20% Combat speed: +30% Amulets can have magical properties. |
starlit stralite amulet of mastery (0.34 Cunning / Poisons) starlit stralite amulet of mastery (0.34 Cunning / Poisons)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +25% light / +23% darkness Talent mastery: +0.34 Cunning / Poisons Blindness immunity: +44% Amulets can have magical properties. |
archmage's voratun amulet of murder archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +6 Mag Changes damage: +7% acid / +8% fire / +7% lightning / +8% cold Critical mult.: +20.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
pixie's stralite ring of misery pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +15 Cun / +6 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +13 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. surging elven-wood vilestaff of channeling (25-30 power, 5 apr, physical damage)surging elven-wood vilestaff of channeling (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +26 (+6 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
stralite battleaxe 'Darkshine' (45.5-68.25 power, 3 apr) stralite battleaxe 'Darkshine' (45.5-68.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +10.5% Attack speed: 111% On weapon hit: * 23% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Melee): +12 physical / +45 light / +24 temporal / +4 darkness / +8 mind Burst (radius 1) on hit: +12 darkness / +24 fire Damage against: +63% Undead When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +70 Physical crit. chance: +53.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 24 temporal Changes stats: +9 Dex / +3 Con Changes resistances: +13% all / +24% temporal Changes resistances penetration: +19% nature / +19% physical Changes damage: +16% physical Critical mult.: +75.00% Disarm immunity: +62% Psi when hit: +0.16 Maximum stamina: +5.00 Mindpower: +2 (+0 eff.) Massive two-handed battleaxes. |
caustic voratun battleaxe of torment (54-81 power, 4 apr) caustic voratun battleaxe of torment (54-81 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +20% acid / +20% mind / +21% darkness Life regen: +4.00 Massive two-handed battleaxes. |
quick yew greatclub of nature (41-61.5 power, 2 apr) quick yew greatclub of nature (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 111% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Changes resistances: +5% all Changes resistances penetration: +12% nature Massive two-handed clubs. |
yew greatclub (42-63 power, 2 apr) yew greatclub (42-63 power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed clubs. |
elemental dragonbone greatclub of rage (67-100.5 power, 4 apr) elemental dragonbone greatclub of rage (67-100.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +9 Str Changes resistances penetration: +20% acid / +17% fire / +21% cold / +21% lightning Changes damage: +18% physical Stamina when hit: +3.00 Massive two-handed clubs. |
heavy iron greatmaul (18.5-27.75 power, 1 apr) heavy iron greatmaul (18.5-27.75 power, 1 apr)Requires: - Strength 11 Crafted by a master 6.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% * Grants [Heavy Strike] Talent Massive two-handed mauls. |
Xeriwen (74.5-119.2 power, 22 apr) Xeriwen (74.5-119.2 power, 22 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +22 Physical crit. chance: +5.0% Attack speed: 83% Damage (Melee): +60 % trip chance Burst (radius 2) on crit: +32 fire Thrust Range: 2 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes resistances penetration: +30% fire Changes damage: +3% acid / +9% mind Mental save: +6 (+1 eff.) Equilibrium when hit: +0.08 Maximum psi: +30.00 Global speed: +10% A heavy spear. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
acidic dwarven-steel greatsword of sweeping (38-60.8 power, 2 apr) acidic dwarven-steel greatsword of sweeping (38-60.8 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid * Grants [Sweeping Blows] Talent Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
Eclipsegash (67.5-108 power, 4 apr) Eclipsegash (67.5-108 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.5 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 71% chance to daze * 20% chance to torment the target Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 19 nature / 8 darkness Changes stats: +10 Str / +10 Dex / +11 Mag / +9 Wil / +8 Cun / +11 Con Changes resistances: +6% mind Changes resistances penetration: +39% lightning / +17% mind / +19% darkness Critical mult.: +15.00% Mental save: +20 (+3 eff.) Mental crit. chance: +1% * Grants [Heavy Strike] Talent Massive two-handed swords. |
Poritira the Blindmire (62.5-100 power, 4 apr) Poritira the Blindmire (62.5-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +28 lightning Burst (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +20 Physical crit. chance: +19.0% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +10 Dex Changes resistances: +5% arcane Changes resistances penetration: +20% physical Changes damage: +12% arcane / +42% physical / +6% mind / +3% light Stamina when hit: +4.00 * Grants [Sweeping Blows] Talent Massive two-handed swords. |
warbringer's deep-steel trident of daylight (27-43.2 power, 10 apr) warbringer's deep-steel trident of daylight (27-43.2 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 light Damage against: +28% Undead When wielded/worn: Physical power: +16 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Disarm immunity: +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Gyretta the Scabdare (14-19.6 power, 2 apr) Gyretta the Scabdare (14-19.6 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 7% chance to inflict damage reduction * 16% chance to disease * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +16 blight / +10 cold When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +7.0% Defense: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes stats: +3 Str / +4 Wil Changes resistances: +15% lightning / +6% nature Changes resistances penetration: +7% mind / +7% darkness Changes damage: +6% lightning / +7% physical Spell save: +20 (+4 eff.) Disease immunity: +29% Disarm immunity: +26% Stamina when hit: +0.90 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite mace of rage (37.5-52.5 power, 5 apr)caustic stralite mace of rage (37.5-52.5 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to corrode armour When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +6 Str Changes resistances penetration: +13% acid Changes damage: +13% physical Life regen: +2.10 Stamina when hit: +1.70 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite mace of dampening (36.5-51.1 power, 5 apr)insidious stralite mace of dampening (36.5-51.1 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +30 insidious poison When wielded/worn: Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Spell save: +13 (+3 eff.) Blunt and deadly. |
Layena the dwarven-steel spear (21.5-30.1 power, 22 apr) Layena the dwarven-steel spear (21.5-30.1 power, 22 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +22 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 blight / +81 % trip chance Burst (radius 1) on hit: +4 blight / +14 fire Burst (radius 2) on crit: +13 fire Thrust Range: 2 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +24 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +3 Wil Changes resistances: +3% acid Changes resistances penetration: +11% fire / +11% physical Changes damage: +11% physical Critical mult.: +5.00% Mental save: +20 (+3 eff.) Disarm immunity: +38% Pinning immunity: +20% Only die when reaching: -20.00 life Mindpower: +8 (+1 eff.) Global speed: +4% A spear. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite waraxe of nature (34-47.6 power, 5 apr)blazebringer's stralite waraxe of nature (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +9% nature / +13% fire Global speed: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Bleakkiss' (13-16.9 power, 5 apr)iron dagger 'Bleakkiss' (13-16.9 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +1.5% APR / acc Armour Penetration: +5 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 55% chance to cause random gloom * 20% chance to torment the target * Random elemental explosion Damage (Melee): +8 acid / +21 mind / +16 darkness Burst (radius 2) on crit: +8 ice / +8 mind When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +18 (+3 eff.) Armour: +6 Damage when hit (Melee): 8 acid / 12 mind / 8 darkness Changes stats: +6 Str / +8 Con Changes resistances: +6% darkness Changes resistances penetration: +8% acid / +18% physical / +6% darkness / +7% fire / +14% cold / +6% mind / +8% lightning Changes damage: +6% acid / +12% physical / +6% mind Disarm immunity: +36% Stamina when hit: +1.44 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. wrathful pulsing mindstar of life (14-15.4 power, 32 apr, nature damage)wrathful pulsing mindstar of life (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.70 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +14% 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. inquisitor's voratun throwing knives (7/7, 31.5-40.95 power, 9 apr)inquisitor's voratun throwing knives (7/7, 31.5-40.95 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 5 Base power: 31.5 - 41.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Firing range: +5 Capacity: 7 On weapon crit: * burns latent spell energy Damage (Ranged): +25 manaburn arcane These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. warden's yew longbow of acidwarden's yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +14 acid When wielded/worn: Ammo reloads per turn: +4 Changes stats: +5 Mag Changes resistances penetration: +11% physical / +8% temporal Changes damage: +16% acid / +8% temporal / +11% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mage-hunter's elven-wood longbow of powermage-hunter's elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Effects on ranged hit: * 20 arcane resource burn Changes stats: +6 Cun / +4 Wil Changes resistances penetration: +14% physical Changes damage: +20% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +13 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. runic elven-wood longbow of powerrunic elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +20% physical Changes damage: +13% arcane / +20% physical Spellpower: +13 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. hateful quiver of ash arrows of warping (23/24, 19-26.6 power, 7 apr)hateful quiver of ash arrows of warping (23/24, 19-26.6 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 24 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +9 physical / +15 darkness / +11 temporal Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. warded steel shield of radiance (6 def, 2 armour, 40.5 block)warded steel shield of radiance (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to blind Changes stats: +5 Con / +3 Mag Changes resistances: +14% light Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +2 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming voratun shield of radiance (12 def, 3 armour, 192 block)flaming voratun shield of radiance (12 def, 3 armour, 192 block) Requires: - Strength 48 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 9 fire Effects when hit in melee: * 39% chance to blind Damage when hit (Melee): 17 fire Changes stats: +6 Con / +6 Mag Changes resistances: +13% light Talent granted: +5 Block Handheld deflection devices. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
The Turtle Lich's Robe (0 def, 0 armour) The Turtle Lich's Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +12 Mag / +16 Con Changes resistances: +21% all Changes damage: +45% darkness / +35% cold Physical save: +80 (+12 eff.) Spell save: +80 (+16 eff.) It can be used to activate talent Animus Purge (costing 35 power out of 50/50) : Effective talent level: 5.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: 2000% of base Is: a spell Description: Try to crush the soul of your foe, doing 478.67 darkness damage (that can never kill the target). If the target is left with less than 25% life you try to take control of its body. Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls. Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means. Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created. Bosses, other undeads and summoned creatures can not be turned into husks. The damage and chance will increase with your Spellpower. A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. |
rough leather armour of acid resistance (1 def, 2 armour) rough leather armour of acid resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% acid A suit of armour made of leather. |
cured leather armour of cold resistance (2 def, 4 armour) cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +17% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued cured leather armour (2 def, 4 armour)multi-hued cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 8 acid / 9 fire / 7 lightning / 9 cold Changes resistances: +8% acid / +8% fire / +8% cold / +8% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour of lightning resistance (3 def, 17 armour)volcanic hardened leather armour of lightning resistance (3 def, 17 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Changes resistances: +24% lightning / +22% fire / +22% physical A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (5 def, 23 armour) volcanic drakeskin leather armour of Eyal (5 def, 23 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 8 fire Changes resistances: +27% physical / +29% fire Life regen: +4.00 Maximum life: +77.00 Healing mod.: +28% A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
Emelyldatta the Phlegmwalker (3 def, 16 armour) Emelyldatta the Phlegmwalker (3 def, 16 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +27% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 16 physical / 8 nature / 13 fire Changes stats: +10 Str / +18 Con Changes resistances: +55% acid / +10% physical / -16% light / +11% darkness / +10% cold / +42% fire / +13% lightning / +3% temporal Changes resistances penetration: +20% nature Changes damage: +3% lightning / +12% temporal / +12% nature Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Life regen: +2.40 Maximum life: +212.00 Healing mod.: +22% A suit of armour made of mail. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
grounding hardened leather belt of valiance grounding hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% lightning / +10% temporal Mental save: +8 (+1 eff.) Maximum life: +55.00 A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. 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 39 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
This item will automatically be transmogrified when you leave the level. battlemaster's elven-silk cloak of conjuring (3 def, 0 armour)battlemaster's elven-silk cloak of conjuring (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +5 Dex / +5 Con Changes resistances penetration: +15% arcane Changes damage: +14% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Spell save: -27 (-6 eff.) Stamina each turn: +0.90 Mana each turn: -0.33 Maximum mana: +75.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of voratun boots of strife (0 def, 5 armour) pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Wil / +6 Con Changes resistances penetration: +10% physical Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 47 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Glowpride (1 def, 0 armour) Glowpride (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to disease * 30% chance to blind Damage when hit (Melee): 8 blight Changes resistances: +4% lightning / +4% temporal / +20% darkness / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +4% light Changes resistances penetration: +10% blight Changes damage: +11% darkness / +6% blight A pointy cloth hat, very wizardly... |
Nightpanic (0 def, 5 armour) Nightpanic (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +12 Str / +5 Wil / +4 Con / +8 Lck Changes resistances: +10% physical Physical save: +23 (+4 eff.) Life regen: +0.60 Spell crit. chance: +6% Mental crit. chance: +5% Healing mod.: +30% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Yarydrayon the voratun bucklerYarydrayon the voratun buckler Requires: - Dexterity 38 - Strength 38 Alternately Requires: - Dexterity 38 - Cunning 38 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 5 When wielded/worn: Physical crit. chance: +7.5% Armour: +12 Defense: +16 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +7% Damage (Melee): 10 lightning / 10 fire Damage when hit (Melee): 30 lightning / 20 fire / 20 ice Changes stats: +7 Con / +6 Wil Changes resistances: +30% lightning / +23% physical / +20% light / +141% darkness / +133% mind / +38% cold / +5% arcane / +9% temporal Changes resistances penetration: +15% mind Talent granted: +5 Guard Stealth bonus: +139 Physical save: +15 (+2 eff.) Spell save: +277 (+47 eff.) Mental save: +6 (+1 eff.) Poison immunity: +10% Teleport immunity: +5% Only die when reaching: -40.00 life Small handheld shield used for deflecting blows and misdirecting opponents. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby 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. |
2 amber 2 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 alchemist bloodstone 44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes damage: +11% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
arcane dragonbone wand of clairvoyance [power 15] (6/6 cooldown) arcane dragonbone wand of clairvoyance [power 15] (6/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 15 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Dreadfell at Level 1 the Superhuman Hedgeknight level 32
9th Mirth 122nd year of Ascendancy at 01:40 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 30
2nd Mirth 122nd year of Ascendancy at 14:43 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 69
6th Flare 122nd year of Ascendancy at 11:47 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 124
38th Regrowth 123rd year of Ascendancy at 04:28 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 56
1st Flare 122nd year of Ascendancy at 19:42 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 126
21st Pyre 123rd year of Ascendancy at 07:45 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 55
2nd Summertide 122nd year of Ascendancy at 20:38 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 97
11st Regrowth 123rd year of Ascendancy at 00:48 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 98
24th Regrowth 123rd year of Ascendancy at 09:27 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 10
1st Mirth 122nd year of Ascendancy at 04:30 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 20
2nd Mirth 122nd year of Ascendancy at 00:43 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 30
2nd Mirth 122nd year of Ascendancy at 14:19 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 40
1st Summertide 122nd year of Ascendancy at 22:25 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 50
2nd Summertide 122nd year of Ascendancy at 12:18 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 116
37th Regrowth 123rd year of Ascendancy at 15:17 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 97
11st Regrowth 123rd year of Ascendancy at 00:05 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 64
6th Flare 122nd year of Ascendancy at 02:02 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 55
3rd Summertide 122nd year of Ascendancy at 00:07 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 101
35th Regrowth 123rd year of Ascendancy at 07:45 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 98
20th Regrowth 123rd year of Ascendancy at 20:24 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 68
6th Flare 122nd year of Ascendancy at 10:02 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 23
2nd Mirth 122nd year of Ascendancy at 11:56 see stats
Log
Dreadfell at Level 1 hits Betathra the orc cryomancer for 8 fire damage.
Dreadfell at Level 1 hits Stone golem for (11 refused), 0 fire, (37 refused), 0 fire (0 total damage).
Dreadfell at Level 1's healing nature area effect hits Fire drake for 74 nature damage.
Dreadfell at Level 1's healing nature area effect hits Porekira the orc high cryomancer for 0 nature damage.
Dreadfell at Level 1's healing nature area effect hits Stone golem for (74 refused), 0 nature (0 total damage).
Fire drake receives 3 healing from Betathra the orc cryomancer.
Porekira the orc high cryomancer fails to use Fearless Cleave.
Betathra the orc cryomancer uses Jelly Slap.
Dreadfell at Level 1 prepares for the next kill!.
Dreadfell at Level 1 tries to evade attacks.
Dreadfell at Level 1 slows down.
Porekira the orc high cryomancer fails to use Fearless Cleave.
Poison from Dreadfell at Level 1 hits Betathra the orc cryomancer for 0 nature damage.
Poison from Dreadfell at Level 1 hits Porekira the orc high cryomancer for 0 nature damage.
Crippling Poison from Dreadfell at Level 1 hits Porekira the orc high cryomancer for 0 nature damage.
Dreadfell at Level 1 uses Slippery Moss.
Dreadfell at Level 1's mind surges with critical power!
Stone golem is unstoppable!
Dreadfell at Level 1 HEALS from darkness damage!
Dreadfell at Level 1 hits Fire drake for 2 fire damage.
Dreadfell at Level 1 hits Porekira the orc high cryomancer for 529 lightning, , 0 nature, 21 temporal, , , , 2 fire (552 total damage).
Dreadfell at Level 1 hits Stone golem for (11 refused), 0 fire (0 total damage).
Porekira the orc high cryomancer hits Dreadfell at Level 1 for 40 darkness, 6 healing, 351 light (391 total damage) [6 healing].
Stone golem shrugs off the effect 'Frozen'!
Fire drake drains life from Betathra the orc cryomancer!
Fire drake drains life from Porekira the orc high cryomancer!
Fire drake drains life from Dreadfell at Level 1!
Saving game...