








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 24 / 90% |
| Size | huge |
| Lifes / Deaths | Killed by Isumira the rogue at level 24 on the 43rd Regrowth 123rd year of Ascendancy at 14:07 / 1 |
Primary Stats
| Strength | 88 (base 43) |
| Dexterity | 44 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 79 (base 54) |
| Willpower | 21 (base 11) |
| Cunning | 36 (base 13) |
Resources
| Life | -387/596 |
| Mana | 303/433 |
| Stamina | 242/282 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 6.351986661206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 12 |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 48 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Lightning | 0% |
| Light | +28% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 26 (57.718496631565%) |
| Defense | 47 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 38 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 2%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 294 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1092% for 10 turns (0 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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: 135. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of fire wyrm saliva. * You've found the needed xorn fragment. | 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! | active |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Hurulabar the pair of iron boots (0 def, 3 armour) =43.2, ability=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Mag / +3 Wil / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +6% physical Critical mult.: +20.00% Mana when firing critical spell: +2.00 Mindpower: +4 (+2 eff.) Damage Shield penetration: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 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. |
| Light source | Summertide Phial =82.5 (32.5, Light +5)=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Noonfist the rough leather cap (0 def, 3 armour) =103.7 inc. Light+3, Inf+2=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Con / +3 Wil Changes damage: +6% light Maximum mana: +100.00 Light radius: +3 Infravision radius: +2 A cap made of leather. |
| Tool | Cut Drem Arm =32.5, auto-ability=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Nightsong =37.6, ability=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Wheel of Fate =59.4=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 18 light Changes stats: +1 Mag / +1 Wil / +4 Cun / +2 Con Changes damage: +12% light Spell save: +12 (+5 eff.) Stun/Freeze immunity: +24% Life regen: +3.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Maximum stamina: +16.00 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 Activation costs 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? |
| Around waist | monstrous hardened leather belt of burglary =66.4incLuck+6(46.4,Inf+4)=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +3 Dex / +3 Cun / +3 Con / +6 Lck Trap disarming bonus: +10 Stealth bonus: +8 Physical save: +7 (+3 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) =281.5=Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Rhesta the dwarven-steel gauntlets (10 def, 14 armour) =74.2=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +14 Defense: +10 (+4 eff.) Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% mind / +2% physical Silence immunity: +20% Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 128% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Behemoth Hide (4 def, 6 armour) =70.4 inc. Con +3, enc+20=Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour) =50.75=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +3 Wil Critical mult.: +13.00% Stealth bonus: +7 Spell save: +9 (+4 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core =66.5=36.5+Inf6,SP+5>SplPw=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
blink rune of the wizard (range 7; phase 19; cd 18)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: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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 spell talent. |
blink rune of the wizard (range 6; phase 19; cd 10)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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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 spell talent. |
Prismatic Rune (6 turns; physical, light, arcane, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune 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 create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 3 arcane, 3 nature, 5 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 254; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to unleash a cone dealing 253.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic 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 spell talent. |
ethereal rune of the psychic (power 14; resist 17%; move 34%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 34% faster, and you are invisible (power 14). 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 spell talent. |
shatter afflictions rune of the duelist (absorb 64; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 62; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 114; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 295; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 295 damage for 4 turns. Its effects scale with your Magic 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 spell talent. Press to compare to your current inscriptions |
teleportation rune (range 58; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 58 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 108; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 108 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 spell talent. |
Mayoyagata the copper amulet =10.9=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +5% arcane / +12% fire / +3% light / +10% cold Physical save: +12 (+6 eff.) Amulets make your neck look great! |
Velonor =41.1=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +3 Cun Changes resistances: +12% blight Spell save: +9 (+4 eff.) Silence immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +10% Amulets make your neck look great! |
Earthen Beads =15=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
mule's copper ring of fire (+20%) =5, Encumbrance +23=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +23 Rings make your fingers look great! |
titan's copper ring of frost (+22%) =12.3 including Con +3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of lightning (+22%) =15.7=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
titan's steel ring of lightning (+22%) =16.7 including Con +3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of clarity =13.6=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +28% Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring of light (+24%) =3.6=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
gold ring of misery =10.504, ability=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Damage (Melee): 8 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 18 Damage (Ranged): 11 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
savage's gold ring of pilfering =31.1 inc. Con +2, ability=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Defense: +8 (+3 eff.) Changes stats: +2 Con Spell save: +10 (+4 eff.) Maximum stamina: +13.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's gold ring of power =17.55=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Mag Spell save: +8 (+3 eff.) Spellpower: +9 (+3 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
wizard's gold ring of sensing =37.8 (17.8, Infra +4)=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +14 See invisible: +11 Rings make your fingers look great! |
Stormfront (136% power, 15 apr) =195.4, random crit effect=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
dwarven-steel battleaxe (138% power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr) =229.2=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
dwarven-steel greatmaul (147% power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
thought-forged dwarven-steel greatmaul of massacre (164% power, 2 apr) =205.1664=Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 18 Damage (Melee): +20 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of evisceration (152% power, 2 apr) =210.4875=Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +7 Physical crit. chance: +10.0% Physical power: +12 (+3 eff.) Changes resistances penetration: +12% physical Massive two-handed mauls. |
Unroldir the Offalwitch (127% power, 2 apr) =??=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 2) on crit: +30 acid / +27 nature When wielded/worn: Armour penetration: +10 Changes resistances: +3% nature Changes resistances penetration: +16% acid / +10% nature Changes damage: +12% nature Physical save: +6 (+3 eff.) Blindness immunity: +20% Teleport immunity: +20% Massive two-handed swords. |
chilling dwarven-steel greatsword of vileness (146% power, 2 apr) =184.516=Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +9 blight / +21 cold Massive two-handed swords. |
dwarven-steel greatsword 'Jetquick' (140% power, 2 apr) =211.908=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 15% Damage (Melee): +16 darkness Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes resistances penetration: +20% mind / +15% temporal Changes damage: +9% mind Disarm immunity: +41% Massive two-handed swords. |
warbringer's dwarven-steel greatsword of shearing (143% power, 2 apr) =192=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical / +10% all Disarm immunity: +20% Massive two-handed swords. |
steel dagger 'Freezepain' (102% power, 6 apr) =??=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +4 blight / +7 light / +20 cold Damage (radius 2) on crit: +8 cold Damage against: +10% Undead When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Sharp, short and deadly. |
dwarven-steel dagger 'Phlegmsting' (111% power, 7 apr) =192.5=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 44% Damage (Melee): +10 nature Damage (radius 1) on hit: +8 physical When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +5 Con Stamina each turn: +3.00 Mental crit. chance: +2% Sharp, short and deadly. |
gifted thorny mindstar of storms (94% power, 24 apr, mind damage) =165.6=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning Changes stats: +3 Str / +1 Dex / +1 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +10% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Mindpower: +11 (+6 eff.) Mental crit. chance: +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. |
creative pulsing mindstar of venom (107% power, 32 apr, nature damage) =187.1=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 acid Changes stats: +3 Cun Changes resistances: +4% acid Changes resistances penetration: +8% acid Changes damage: +8% acid Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Life regen: +2.00 Mindpower: +8 (+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. |
mighty yew longbow of recursion =??=Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
enhanced hardened leather sling of enduring =172.9 including Con +12=Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +8 Str / +7 Dex / +6 Mag / +15 Wil / +4 Cun / +12 Con Maximum life: +49.00 Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of piercing =??=Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Physical power: +9 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +7% all Slings are used to hurl stones or metal shots at your foes. |
psychokinetic quiver of ash arrows of grasping (15/15, 125% power, 7 apr) =130.0 (S:172.8, E:109.5)=Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 125% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 99 physical damage Damage (Ranged): +23 physical Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
barbed quiver of yew arrows of crippling (24/24, 153% power, 10 apr) =144.5 (S:190.5, E:111.1)=Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +24.0% Capacity: 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
barbed pouch of steel shots of amnesia (17/17, 132% power, 2 apr) =106.6 (S:142.4, E:87.9)=Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 133% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 17 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
acidic pouch of dwarven-steel shots of accuracy (22/22, 140% power, 3 apr) =116.6 (S:154.8, E:91.5)=Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of crippling (16/16, 142% power, 3 apr) =124.6 (S:166.2, E:103.9)=Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 16 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +11 physical Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (17/17, 157% power, 5 apr) =125.8 (S:168.0, E:103.8)=Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 158% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Damage (Ranged): +6 physical Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
dreamer's linen robe (0 def, 0 armour) =40.3 (20.3, Lucid)=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% darkness / +11% mind / +7% all Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +20 (+10 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. |
stormwoven woollen robe (0 def, 0 armour) =49.3=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +5% cold / +9% all Changes damage: +9% lightning / +7% physical / +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+15%) (0 def, 0 armour) =36.3=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all / +15% fire Changes damage: +10% fire Mana each turn: +0.13 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour) =35.75=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +11% all Changes damage: +9% arcane / +6% temporal Maximum mana: +12.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour) =58.05=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% blight / +13% all Changes damage: +13% nature Poison immunity: +24% Disease immunity: +34% Life regen: +3.70 Maximum life: +56.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of the hero (3 def, 2 armour) =39.8=Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +3 Cun Maximum life: +34.00 A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour) =27.2=Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +11 (+5 eff.) Life regen: +2.70 Stamina each turn: +1.00 A suit of armour made of leather. |
Aeruratha the hardened leather armour (9 def, 6 armour) =78.25 inc. Light/Infra +3=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Mag Changes damage: +15% acid Maximum life: +35.00 Light radius: +3 Infravision radius: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +12% nature / +12% blight Life regen: +4.00 Maximum life: +23.00 Healing mod.: +12% A suit of armour made of mail. |
Unlighthacker the dwarven-steel plate armour (0 def, 11 armour) =54.65=Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 6 darkness Changes stats: +5 Str / +5 Wil / +7 Cun / +3 Con Changes resistances: +23% fire Changes damage: +6% mind / +9% darkness Mental save: +12 (+6 eff.) Maximum life: +62.00 A suit of armour made of metal plates. |
Mighty Girdle =17.8, Encumbrance +70=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Relguchak the Dayblight =54.5 (24.5, Lt+3), Enc+22=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 2 light Changes stats: +4 Dex Changes resistances: +1% physical Critical mult.: +5.00% Maximum encumbrance: +22 Light radius: +3 A belt that goes around your waist. |
Cyrinor the Toxinnigh =11 including Con +3=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% blight / +3% temporal / +6% nature / +3% light Changes resistances penetration: +15% nature Changes damage: +3% lightning Mental save: +8 (+4 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
blurring hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Stealth bonus: +8 A belt that goes around your waist. |
hardened leather belt1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
Gobreba the cashmere cloak (2 def, 0 armour) =31 including Con +3=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Dex / +2 Cun / +3 Con Changes resistances: +12% temporal Changes damage: +3% temporal Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Quenchtooth' (2 def, 0 armour) =50.1 (30.1, Light +2)=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% temporal Changes damage: +12% cold Blindness immunity: +20% Pinning immunity: +10% Maximum life: +40.00 Mental crit. chance: +6% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour) =37.7=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +15 (+6 eff.) Mental save: +6 (+3 eff.) Maximum mana: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =5.125=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cuthiblek the pair of rough leather boots (0 def, 1 armour) =36.8 inc. Con +3, +Rush=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 physical Changes stats: +4 Str / +3 Con Changes resistances: +6% acid / +1% physical Only die when reaching: -20.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
eldritch pair of rough leather boots of rushing (0 def, 1 armour) =33.1, ability=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Mag / +2 Wil / +2 Con Mana each turn: +0.11 Maximum mana: +22.00 Spell crit. chance: +2% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) =43.25, "passive"=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Daireruigas (30 def, 3 armour) =67.4 including Luck +8=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+10 eff.) Changes stats: +8 Lck / +6 Dex Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Stealth bonus: +8 Poison immunity: +20% A pair of boots made of leather. |
Freezeslicer (0 def, 3 armour) =4.65=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +7% lightning / +20% temporal / +3% cold Changes resistances penetration: +10% nature / +5% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Kulezilagar the pair of hardened leather boots (0 def, 3 armour) =61.7 including Luck +6=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Lck / +6 Dex Changes resistances: +6% nature / +5% arcane / +12% mind Stealth bonus: +8 Pinning immunity: +20% Stamina each turn: +3.00 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) =28.6=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Stamina each turn: +0.80 Maximum stamina: +19.00 A pair of boots made of leather. |
hardened leather gloves (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Tarregund' (15 def, 2 armour) =46.9=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 arcane Changes resistances penetration: +20% arcane Critical mult.: +10.00% Life regen: +3.00 Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum stamina: +19.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the juggernaut (0 def, 2 armour) =17.3, ability=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Con Physical save: +13 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Frosthunt' (0 def, 2 armour) =17.7=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 temporal Damage (Ranged): 11 temporal Changes resistances: +9% mind / +10% temporal Changes resistances penetration: +25% mind / +15% lightning Changes damage: +21% cold / +5% temporal When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) =36=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Life regen: +4.00 Stamina each turn: +1.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Islylralaith the cashmere wizard hat (2 def, 0 armour) =63.75=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +3 Wil / +3 Cun Changes damage: +9% physical Stamina each turn: +2.00 Maximum stamina: +30.00 Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Woequench' (2 def, 0 armour) =60.75 inc. Con+8, Light+3=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +8 Con Changes resistances: +21% fire Changes resistances penetration: +10% physical Changes damage: +9% darkness / +14% fire Light radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of light (+15%) (2 def, 0 armour) =55, ability=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% light Changes damage: +10% light Mana each turn: +1.10 Mana when hit: +0.90 Maximum mana: +64.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Betyvena (1 def, 0 armour) =22.3 including Con +4=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Con Changes resistances: +3% acid Life regen: +4.00 Equilibrium when hit: +0.80 Psi when hit: +0.80 Hate when hit: +0.90 Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) =45.5, ability=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.61 to 79.84 lightning damage (53.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Salona (0 def, 3 armour) =16.9=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +9% lightning / +10% temporal Changes resistances penetration: +10% acid Changes damage: +9% arcane Disease immunity: +20% Maximum life: +60.00 Maximum vim: +10.00 Healing mod.: +5% A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
Aletta's Diadem (0 def, 0 armour) =24.1, ability=Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 61.13 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Smolderwrither the dwarven-steel helm (0 def, 4 armour) =60.35 (35.35, Infra +5)=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Dex / +3 Mag / +4 Wil Changes resistances: +14% darkness / +9% fire Changes damage: +21% fire Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Adeba' (10 def, 4 armour) =33.95=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Fatigue: +4% Changes stats: +2 Str / +3 Wil / +3 Cun Changes resistances: +9% fire Disarm immunity: +20% Pinning immunity: +20% Mindpower: +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 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. |
3 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. |
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 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
8 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. |
Yaradig the brass lantern =64.252 inc. Con+2,Light+3=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 temporal Changes stats: +2 Con Changes resistances: +6% cold / +6% temporal Changes damage: +6% temporal Critical mult.: +5.00% Stamina each turn: +2.00 Light radius: +3 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% 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. |
Tooth of the Mouth (dig speed 12 turns) =30.25=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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) Activation costs 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)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 Activation costs 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. |
Gloruseda [power 170] (15 cooldown) =24.9, 26 ability=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Con Changes resistances: +9% darkness Blindness immunity: +20% Pinning immunity: +20% It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Daimudevor the elm totem of healing [power 122] (15 cooldown) =52inc.C+4,L+2, 17.76abil.=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +6 Mag / +4 Wil / +4 Con Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hettadoldil the yew totem of thorny skin [power 47] (20 cooldown) =40.5, 18.1 ability=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Cun / +5 Wil Maximum vim: +20.00 Spellpower: +15 (+5 eff.) Damage Shield penetration: +30% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Singewilder' [power 308] (15 cooldown) =3.375, 44.4 ability=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% nature Changes resistances penetration: +25% nature / +20% fire Changes damage: +21% fire It can be used to heal yourself and all friendly characters within 10 spaces for 308 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Adyldama [power 182] (15 cooldown) =17.8, 7.448333 ability=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +12 Changes resistances: +3% blight / +3% fire Spell save: +12 (+5 eff.) Knockback immunity: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 392] (26 cooldown) =40=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 392 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Electra the Skeleton Arcane Blade level 17
10th Decay 122nd year of Ascendancy at 19:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Electra the Skeleton Arcane Blade level 12
54th Haze 122nd year of Ascendancy at 07:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Electra the Skeleton Arcane Blade level 18
3rd Allure 123rd year of Ascendancy at 13:43 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Electra the Skeleton Arcane Blade level 19
5th Allure 123rd year of Ascendancy at 02:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Electra the Skeleton Arcane Blade level 10
20th Haze 122nd year of Ascendancy at 23:41 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Electra the Skeleton Arcane Blade level 20
3rd Regrowth 123rd year of Ascendancy at 07:21 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Electra the Skeleton Arcane Blade level 18
3rd Allure 123rd year of Ascendancy at 02:48 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Electra the Skeleton Arcane Blade level 19
5th Allure 123rd year of Ascendancy at 05:51 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Electra the Skeleton Arcane Blade level 5
14th Haze 122nd year of Ascendancy at 05:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Electra the Skeleton Arcane Blade level 12
39th Haze 122nd year of Ascendancy at 05:37 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Electra the Skeleton Arcane Blade level 16
8th Decay 122nd year of Ascendancy at 17:57 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Electra the Skeleton Arcane Blade level 12
30th Haze 122nd year of Ascendancy at 22:44 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Electra the Skeleton Arcane Blade level 24
31st Regrowth 123rd year of Ascendancy at 04:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Electra the Skeleton Arcane Blade level 17
1st Wintertide 123rd year of Ascendancy at 08:16 see stats
Log
Sickening fumes emanates from the sack as it opens!
Electra is afflicted by a rotting disease!
Electra misses Something.
A shield forms around Electra.
Rotting Disease from Giant digestive sack (opened) hits Electra for (25 absorbed), 0 blight (0 total damage).
--------------------------------
Electra misses Something.
Something misses Electra.
Electra counters the attack!
Isumira the rogue uses Flurry.
Isumira the rogue performs a melee critical strike against Electra!
Isumira the rogue performs a melee critical strike against Electra!
Your shield crumbles under the damage!
The shield around Electra crumbles.
Isumira the rogue casts Flame.
Electra is on fire!
Electra is recovering from the damage!
Isumira the rogue casts Earthen Missiles.
Isumira the rogue performs a melee critical strike against Electra!
Electra resists the vile poison!
Isumira the rogue casts Flame.
Electra resists the vile poison!
Isumira the rogue casts Earthen Missiles.
Melee retaliation hits Isumira the rogue for 23 darkness, 23 darkness, 23 darkness, 23 darkness, 23 darkness, 23 darkness (141 total damage).
Isumira the rogue hits Electra for (31 absorbed), 4 physical, (182 absorbed), 0 physical, (7 absorbed), 0 cold, (10 absorbed), 0 light, (8 absorbed), 0 fire, (5 absorbed), 70 physical, 85 fire, 39 lightning, 77 physical, 7 cold, 10 light, 9 fire, 96 physical, 39 lightning, 95 physical, 7 cold, 10 light, 100 fire, 9 fire, 42 physical (700 total damage).
Isumira the rogue's Earthen Missiles hits Electra for 49 physical, 8 physical (57 total damage).
Isumira the rogue's Earthen Missiles hits Electra for 49 physical, 8 physical (57 total damage).
Isumira the rogue's Earthen Missiles hits Electra for 49 physical, 8 physical (57 total damage).
Electra the level 24 skeleton arcane blade was pierced to death by Isumira the rogue on level 1 of Unknown tunnels.













































































































































