












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Weekly Adventurer |
| Level / Exp | 28 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Ivoldanne the broken golem at level 21 on the 41st Dusk 122nd year of Ascendancy at 21:24 0 / 7Killed by Vorura the snow giant at level 21 on the 47th Dusk 122nd year of Ascendancy at 15:55 Killed by Vorura the snow giant at level 21 on the 47th Dusk 122nd year of Ascendancy at 18:52 Killed by Ce'Neyanor the ghast at level 24 on the 64th Dusk 122nd year of Ascendancy at 02:59 Killed by Velirin the ice wyrm at level 25 on the 69th Dusk 122nd year of Ascendancy at 20:05 Killed by Emutira the lesser vampire at level 27 on the 79th Dusk 122nd year of Ascendancy at 05:15 Killed by Xanenne the rattlesnake at level 28 on the 6th Haze 122nd year of Ascendancy at 03:33 |
Primary Stats
| Strength | 27 (base 15) |
| Dexterity | 25 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 76.51020580601 (base 60) |
| Cunning | 50 (base 48) |
Resources
| Life | -192/1006 |
| Equilibrium | 58 |
| Psi | 160/167 |
| Healing Factor | 1.2761497326204 |
| Regeneration | 114.44120293696 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +29.32078481824% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 62 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 47 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 20% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Lightning | +5% |
| Nature | +22% |
| Cold | +8% |
| Blight | +6% |
| Mind | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +40% |
| Mind | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 82.906892273605 (100%) |
| Defense | 37 |
| Ranged Defense | 41 |
| Fatigue | 19 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 19%( 70%) |
| Mind | -10%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 9% |
| Confusion Resistance | 33% |
| Poison Resistance | 64% |
| Blind Resistance | 87% |
| Silence Resistance | 15% |
| Bleed Resistance | 89% |
| Teleport Resistance | 15% |
| Disarm Resistance | 65% |
| Pinning Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 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: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Icy Skin |
| detrimental effect | The target is on fire, taking 38.88 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 86.23 life per turn. Regeneration |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14). Continuum Destabilization |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target has been tethered to the location and has a 165% chance of being teleported back, creating an explosion for 73.92 physical and 73.92 temporal warp damage at both ends of the teleport. Spatial Tether |
Quests
You failed to protect the injured seer from death by Velima the grave wight. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Zubora the barrow wight. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by ghoulking. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xerothra the giant lightning ant. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by forest troll. Escort: worried loremaster (level 2 of Trollmire) | failed |
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. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Ce'Nugawen' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% temporal / +6% cold Cut immunity: +10% Silence immunity: +5% Teleport immunity: +15% Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Xaba the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +6% mind Equilibrium when hit: +0.08 Maximum life: +42.00 Light radius: +5 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. |
| On head | Eclipsestone the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +6 Dex / +5 Wil Changes resistances: +8% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Infravision radius: +3 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Aerarerain' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 22 mind / 20 darkness Changes resistances: +9% blight Changes resistances penetration: +10% temporal Mental save: -10 (-5 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Layeth the dwarven-steel torque of psychoportation [power 34] (17/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +15% acid Maximum wards: +2 physical / +2 mind / +3 darkness Talent cooldown: Silence (-1 turn) Talents granted: +3 Silence +1 Ward Disease immunity: +10% Disarm immunity: +10% Pinning immunity: +10% It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Silunne'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% nature / +6% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Confusion immunity: +21% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Chyradir the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +9% temporal Changes resistances penetration: +25% blight Changes damage: +6% blight Disarm immunity: +34% Pinning immunity: +23% Knockback immunity: +28% Maximum life: +35.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| Around neck | steel amulet 'Gedhenne'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Dex / +2 Wil Changes resistances penetration: +15% blight Reduces incoming crit damage: 15.00% Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +7 (+1 eff.) Amulets can have magical properties. |
| In main hand | gifted pulsing mindstar of resolve (14-15.4 power, 62 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 86% Wil, 48% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Physical save: +3 (+1 eff.) Mindpower: +30 (+7 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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. |
| In off hand | Yaruroblek the thorny mindstar (9-9.9 power, 47 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This mindstar absorbs psionic energy that needs to be projected. Base power: 9.0 - 9.9 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes stats: +6 Wil Changes resistances: +18% lightning / +8% fire / +9% cold / +3% blight Changes damage: +5% lightning / +12% fire / +8% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption +0.10 Psionic / Voracity +0.20 Psionic / Projection Physical save: +2 (+1 eff.) Silence immunity: +10% Mindpower: +11 (+2 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. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elenoyarach (14 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +24% Changes resistances: +8% acid / +5% cold Allows you to breathe in: water Physical save: +20 (+7 eff.) Blindness immunity: +15% Cut immunity: +15% Life regen: +3.20 Maximum life: +112.00 Healing mod.: +22% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 109)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 and cleanse 1 wound and 1 poison effect. 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 psychic (615% speed; 4 turns)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 sneak (612% speed; 6 turns)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: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
wild infusion of the sneak (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
ShinefurnaceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +2 Str / +3 Dex Changes resistances: +3% acid / +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
DarkransomPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +5 Wil / +4 Mag Changes resistances: +26% darkness Changes damage: +10% darkness Stun/Freeze immunity: +20% Life regen: +1.50 Spellpower: +6 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Shineobeisance Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +30% lightning / +12% light / +6% blight Changes resistances penetration: +15% light Changes damage: +15% lightning / +9% blight Light radius: +3 Rings can have magical properties. |
copper ring 'Jetraze'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% lightning / +15% darkness Changes damage: +12% darkness Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +30% Maximum life: +22.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Anykath the dwarven-steel battleaxe (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom Damage (Melee): +16 temporal / +20 nature When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes resistances penetration: +20% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Belibar the Kindlereek (17-22.1 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Light Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 darkness Burst (radius 2) on crit: +8 light / +4 physical Damage against: +9% Living When wielded/worn: Armour penetration: +3 Changes stats: +5 Dex Physical save: +9 (+3 eff.) Life regen: +0.80 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling stralite dagger (26-33.8 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Polowe the Dazzleumbra (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +70 insidious poison / +12 light Burst (radius 1) on hit: +16 fire When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances penetration: +25% light Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.manaburning voratun greatsword of dampening (60-96 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn When wielded/worn: Changes resistances: +23% acid / +14% fire / +23% cold / +16% lightning Spell save: +10 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword 'Hellschism' (30-42 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 fire Burst (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +15% fire Changes damage: +9% fire Critical mult.: +20.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite longsword 'Thunderripper' (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +17 nature / +12 temporal When wielded/worn: Armour penetration: +4 Physical power: +4 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +6 Str / +4 Dex Only die when reaching: -60.00 life Maximum life: +30.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace 'Stormrebel' (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +22 insidious poison When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes resistances: +6% mind Changes resistances penetration: +25% lightning / +25% mind Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace 'Glonn' (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+5 eff.) Defense: +13 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes resistances: +12% mind Changes resistances penetration: +15% acid Changes damage: +6% acid / +18% mind Disarm immunity: +40% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Eilinossra (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 acid When wielded/worn: Defense: +13 (+5 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% * 13% chance to blind Changes stats: +3 Wil / +5 Con Changes damage: +25% darkness / +12% acid Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 32.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
TuraregohekInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid Maximum life: +34.00 Light radius: +2 A belt that goes around your waist. |
Falerim the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +8 Str / +3 Mag / +2 Con Changes resistances: +6% light Grants telepathy: Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Seargasher the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +5 Mag Changes resistances: +16% cold Changes damage: +11% cold / +9% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anuzilakor the Phoenixbone (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 19 mind / 16 darkness Damage when hit (Melee): 4 fire Changes resistances: +3% mind / +12% fire Changes resistances penetration: +10% fire Mental save: -13 (-7 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armaregoldir the Shimmerblur (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +4 Str / +3 Dex / +2 Mag Changes resistances: +12% lightning Grants telepathy: Humanoid/Orc Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Borukath the iron gauntlets (9 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +5 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Cun / +3 Dex Maximum life: +40.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of strength (+4) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +4 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Hellsstalker' (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 6 physical Changes resistances: +6% acid / +12% fire Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Demonhunt (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes damage: +3% darkness Maximum life: +20.00 Maximum stamina: +15.00 Healing mod.: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Ebonystar the cashmere wizard hat (2 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +12 (+4 eff.) Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 16 physical Changes resistances: +24% light Changes damage: +16% light / +12% darkness Stamina each turn: +0.60 A pointy cloth hat, very wizardly... |
Marim the Charwind (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +8% fire / +5% arcane / +3% temporal Changes resistances penetration: +20% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubenor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +3% physical Only die when reaching: -60.00 life Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% cold / +5% fire A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Xerubrethra the Puremalice (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +4 Wil Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +9% arcane Life regen: +3.40 Vim when firing critical spell: +5.00 Maximum life: +75.00 Spell crit. chance: +6% Healing mod.: +26% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +19% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Voruna (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes stats: +2 Str Changes resistances: +14% light / +24% temporal / +16% darkness / +9% arcane Spell save: +20 (+10 eff.) Maximum life: +30.00 Healing mod.: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Xerareth the reinforced leather armour (4 def, 11 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +27% lightning / +6% fire Reduces incoming crit damage: 10.00% Physical save: +30 (+10 eff.) Spell save: +15 (+7 eff.) Knockback immunity: +20% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour 'Mayeldatira' (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +3 Dex / +5 Mag / +3 Wil / +4 Con Changes resistances: +18% darkness / +9% physical Changes resistances penetration: +15% mind Changes damage: +15% mind Grants telepathy: Dragon Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour 'Swampstrider' (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 physical Changes resistances penetration: +25% temporal Changes damage: +24% nature / +21% temporal A suit of armour made of metal plates. |
2 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. |
529 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shockvile (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +2 Str Changes resistances: +6% acid Changes resistances penetration: +25% lightning Changes damage: +9% acid Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Vilemonster (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +1 Str Changes resistances penetration: +20% nature / +12% physical Changes damage: +3% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Shimmermoon'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +15% blight / +15% darkness Spellpower: +7 (+7 eff.) Spell crit. chance: +9% Light radius: -7 Infravision radius: +13 See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 19 blight damage or heals 27 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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. |
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. |
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. |
rushing ash totem of thorny skin [power 26] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +1 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 20] (17/24 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30%, putting all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
5 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Rando 5.0 the Cornac Weekly Adventurer level 23
62nd Dusk 122nd year of Ascendancy at 16:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rando 5.0 the Cornac Weekly Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 10:13 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rando 5.0 the Cornac Weekly Adventurer level 20
30th Dusk 122nd year of Ascendancy at 20:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Rando 5.0 the Cornac Weekly Adventurer level 15
19th Dusk 122nd year of Ascendancy at 23:43 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rando 5.0 the Cornac Weekly Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 10:15 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rando 5.0 the Cornac Weekly Adventurer level 22
52nd Dusk 122nd year of Ascendancy at 02:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Rando 5.0 the Cornac Weekly Adventurer level 23
62nd Dusk 122nd year of Ascendancy at 09:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rando 5.0 the Cornac Weekly Adventurer level 15
17th Dusk 122nd year of Ascendancy at 23:27 see stats
Log
Rando 5.0 hits Something for 12 physical damage.
Rando 5.0 hits Something for 10 physical damage.
Rando 5.0 receives 16 healing.
Rando 5.0 hits Something for 13 blight, 38 cold (51 total damage).
Rando 5.0 is dazed!
Rando 5.0 hits Something for 12 blight, 33 cold, 12 blight, 33 cold (91 total damage).
Something hits Rando 5.0 for 171 nature, 117 nature (288 total damage).
Rando 5.0 is confused and fails to use Nature's Equilibrium.
Rando 5.0 shrugs off the critical damage!
Rando 5.0 is not dazed anymore.
Talent Infusion: Healing is ready to use.
Rando 5.0 resists the teleport!
Rando 5.0 shares damage with his oozes!
Burning from Polessra the greater faeros hits Rando 5.0 for 16 fire damage.
Something hits Rando 5.0 for 31 temporal, 28 physical (59 total damage).
Rando 5.0 receives 16 healing.
Rando 5.0 hits Something for 15 physical damage.
Rando 5.0 hits Something for 12 physical damage.
Rando 5.0 hits Something for 10 physical damage.
Rando 5.0 hits Something for 11 physical damage.
Something misses Rando 5.0.
Something misses Rando 5.0.
Rando 5.0 shares damage with his oozes!
Something hits Rando 5.0 for 70 acid damage.
Rando 5.0 uses Infusion: Healing.
Rando 5.0 receives 260 healing from Infusion: Healing.
Rando 5.0 is confused and fails to use Nature's Equilibrium.
Saving game...




































































































