









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Solipsist |
| Level / Exp | 44 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 44 on the 43rd Pyre 123rd year of Ascendancy at 18:29 / 1 |
Primary Stats
| Strength | 68 (base 12) |
| Dexterity | 79 (base 31) |
| Constitution | 87 (base 60) |
| Magic | 48 (base 14) |
| Willpower | 141 (base 65) |
| Cunning | 141 (base 60) |
Resources
| Life | -2/777 |
| Psi | 207/673 |
| Steam | 100/100 |
| Healing Factor | 1.7094163424127 |
| Regeneration | 6.5812529182889 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +94.930612150357% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 62.236491963389 |
| See Invisible | 61.236491963389 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 67 |
| Crit Chance | 59% |
| APR | 63 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 72 |
| Accuracy | 67 |
| Crit Chance | 59% |
| APR | 63 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 44% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +3% |
| Arcane | +3% |
| Mind | +98% |
| All | 0% |
| Lightning | +20% |
| Light | +6% |
| Temporal | +35% |
| Physical | +10% |
| Darkness | +30% |
Offense: Damage Penetration
| Acid | +62% |
| Blight | +35% |
| Arcane | +35% |
| Mind | +75% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 22 (44.670658682635%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 72.06 |
| Spell Save | 71.44 |
| Mental Save | 95 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 26%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 33%( 70%) |
| Darkness | + 53%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 885 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 121 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Psionic / Solipsism | 1.40 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Nightmare | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Thought-Form: Defender |
| talent | Night Terror |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed). Solipsism |
| detrimental effect | The target is on fire, taking 177.65 fire damage per turn. Burning |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +1. | done |
You failed to protect the worried loremaster from death by Cyrivena the vampire. Escort: worried loremaster (level 6 of Dreadfell) | 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. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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: 165. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 26 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | DuvyrionPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind / 16 fire Changes stats: +5 Mag Changes resistances: +5% arcane / +7% fire Changes resistances penetration: +15% arcane / +20% mind Blindness immunity: +28% Confusion immunity: +16% Spellpower: +11 (+4 eff.) Light radius: +8 See stealth: +11 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eilinabeth the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 mind Changes stats: +10 Cun Changes resistances: +21% acid / +7% fire / +6% cold / +6% lightning Changes resistances penetration: +25% acid / +10% mind Changes damage: +12% acid / +27% mind Mental save: +15 (+3 eff.) A cap made of leather. |
| On hands | Heatrupture the drakeskin leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 40 temporal / 32 mind / 40 darkness Damage (Ranged): 33 temporal Damage when hit (Melee): 12 fire Changes stats: +6 Con Changes resistances: +26% temporal Changes resistances penetration: +25% mind Changes damage: +6% mind / +20% temporal Reduces incoming crit damage: 10.00% Physical save: +18 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +5 (+1 eff.) Disease immunity: +20% Disarm immunity: +50% Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun pickaxe 'Arabeth' (dig speed 6 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +13 Str / +11 Wil Changes resistances penetration: +15% blight Changes damage: +3% arcane Critical mult.: +16.00% Spellpower: +8 (+3 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% Mental crit. chance: +15% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Glittermoon'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+4 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +9 Str / +10 Dex / +10 Cun / +10 Con Changes resistances: +40% lightning / +40% darkness Changes damage: +20% lightning / +20% darkness / +3% blight / +12% mind / +6% light Mental save: +35 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +1 Rings can have magical properties. |
| On fingers | Gubeth the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +3 Dex / +7 Mag / +7 Wil / +11 Cun Critical mult.: +6.00% Maximum life: +10.00 Maximum stamina: +15.00 Spellpower: +28 (+9 eff.) Mindpower: +24 (+5 eff.) Rings can have magical properties. |
| Around neck | KolyeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +9 Str / +10 Dex / +4 Mag / +16 Wil Changes resistances: +30% lightning Changes damage: +10% physical Reduces incoming crit damage: 17.00% Cut immunity: +80% Stun/Freeze immunity: +49% Combat speed: +10% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 517 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | living mindstar 'Yvydhelle' (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * shock your foe dealing 31 damage and draining some of their resources When wielded/worn: Damage when hit (Melee): 20 acid / 10 mind / 10 darkness Changes stats: +12 Cun Changes resistances: +20% acid Changes resistances penetration: +17% acid Changes damage: +20% acid / +19% mind / +10% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +22.00% Mental save: +18 (+3 eff.) Life regen: +2.00 Equilibrium when hit: +0.16 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +5% It can be used to inflict 384.12 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 16 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Polyremina Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Wil Changes damage: +9% mind Mental save: +42 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +41.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Nimbusrupture the living mindstar (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This psionic mindstar has an epiphany about dreams. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * shock your foe dealing 37 damage and draining some of their resources Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +8 Cun Changes resistances: +25% mind / +9% lightning Changes damage: +3% acid / +15% temporal / +25% mind Critical mult.: +25.00% Mental save: +10 (+2 eff.) Life regen: +1.60 Maximum life: +37.00 Maximum psi: +50.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +11% 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 | Lisinn (17 def, 0 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Changes stats: +3 Str / +4 Mag / +17 Wil / +12 Cun / +3 Con Changes resistances: +30% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Stun/Freeze immunity: +50% Mental crit. chance: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +8 Str / +8 Dex / +8 Mag / +18 Wil / +18 Cun / +8 Con Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 116% / cooldown 87%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 87%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 192% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 89%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 177% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 268% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 268% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 212% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 82%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 23)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.3 steam per turn. Can be activated for an instant burst of 116 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion of the psychic (heal 384) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 384 and cleanse 1 wound and 1 poison effect. 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (714.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 963.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (148 cold damage; freeze 3 turns with power 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 148.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 53 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 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 ability. |
controlled phase door rune of the sneak (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 136)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 136 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dagirand the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +8 Changes stats: +4 Wil Changes resistances: +6% cold / +4% physical Confusion immunity: +15% Amulets can have magical properties. |
InfernomarkInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -7% Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +20% fire Changes damage: +7% physical / +12% fire Physical save: +13 (+1 eff.) Life regen: +2.60 Maximum life: +49.00 Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
copper amulet 'Furnacepython'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 mind / 20 fire Changes resistances: +12% fire Changes resistances penetration: +15% fire Changes damage: +9% mind / +9% fire Life regen: +1.50 Amulets can have magical properties. |
copper amulet 'Tulyldir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +2 Mag Changes resistances penetration: +10% mind / +10% temporal Changes damage: +24% temporal Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets can have magical properties. |
copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
savior's gold amulet of mastery (0.18 Psionic / Slumber)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.18 Psionic / Slumber Physical save: +11 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +10 (+2 eff.) Amulets can have magical properties. |
steel amulet 'Flashwish'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 20 lightning Changes stats: +2 Wil Changes resistances: +6% light / +6% lightning Mental save: +6 (+1 eff.) Confusion immunity: +11% Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
voratun amulet 'Goreramira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 physical Changes stats: +5 Mag Changes resistances: +6% fire Changes damage: +8% acid / +8% fire / +7% lightning / +8% cold Physical save: +25 (+3 eff.) Spell save: +25 (+4 eff.) Mental save: +44 (+8 eff.) Confusion immunity: +20% Teleport immunity: +100% Mana each turn: +0.08 Maximum stamina: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% It can be used to teleport you randomly (rad 201), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
AerutaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Str / +5 Mag / +3 Wil Grants telepathy: Humanoid/Orc Mental save: +6 (+1 eff.) See invisible: +6 Rings can have magical properties. |
Bokyruigen the ChargepyreInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +2 Dex / +6 Wil / +8 Cun Mindpower: +11 (+2 eff.) Light radius: +3 Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
LightningrainPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Cun / +6 Mag Changes resistances: +9% mind Changes resistances penetration: +15% lightning / +25% mind Changes damage: +6% mind / +18% lightning Spellpower: +12 (+4 eff.) Rings can have magical properties. |
Polomina the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes damage: +21% mind / +15% acid Physical save: +9 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +9 (+1 eff.) Rings can have magical properties. |
Scorpionbreak the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +20% fire / +1% physical Changes damage: +10% fire Rings can have magical properties. |
Smearwinnow the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning / +6% nature Changes damage: +11% lightning Equilibrium when hit: +0.16 Maximum psi: +20.00 Mental crit. chance: +3% Rings can have magical properties. |
SungashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +15% fire Changes damage: +21% acid / +27% fire Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +26.00 Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-6 eff.) Mental save: -30 (-6 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
steel ring 'Glimmerorder'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +3 Wil / +4 Cun Changes damage: +9% light Grants telepathy: Demon/Minor Demon/Major Spell save: +8 (+1 eff.) Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
stralite ring 'Xomira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +25% mind Blindness immunity: +44% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.00 Maximum psi: +50.00 Infravision radius: +6 See stealth: +21 See invisible: +19 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Morningrage the stralite dagger (31-40.3 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * disrupts spell-casting On weapon crit: * cripple the target Damage (Melee): +16 light Damage against: +14% Unnatural When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +9.0% Armour: +6 Damage when hit (Melee): 8 fire Changes stats: +4 Str / +2 Dex Changes damage: +8% physical Physical save: +30 (+4 eff.) Stamina when hit: +0.64 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Splendourblack (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +16 light When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +15% light Changes resistances penetration: +25% light / +10% fire Light radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful voratun greatmaul of massacre (76-114 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +28% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul of erosion (70-105 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature / +19 temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of the mystic (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +6 Mag Spellpower: +16 (+6 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Elygavena the stralite mace (38-53.2 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +21 mind When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +6 Cun / +11 Wil Changes resistances: +12% acid Changes damage: +6% acid Equilibrium when hit: +0.16 Psi when hit: +0.16 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 Blunt and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 77 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level.living mindstar (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar 'Galenaught' (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 40% chance to inflict 15% damage reduction When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind / 19 darkness Changes resistances penetration: +15% darkness Changes damage: +18% lightning / +9% mind / +9% darkness Mindpower: +8 (+2 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. |
This item will automatically be transmogrified when you leave the level.Galirath the Voidspitter (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 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 inflict 15% damage reduction Damage (Melee): +40 darkness When wielded/worn: Changes resistances: +5% arcane Changes damage: +21% darkness / +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Kilnspawn (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +15.0% Changes stats: +3 Dex Changes resistances: +6% temporal / +15% fire / +5% arcane / +9% cold Changes damage: +30% fire Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Samygrim the Cloudobsidian (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 lightning Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances penetration: +5% mind Changes damage: +30% light / +9% lightning Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff 'Samodas' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +5 Dex / +3 Cun Changes damage: +30% darkness Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +30 (+5 eff.) Cut immunity: +15% Stun/Freeze immunity: +25% Only die when reaching: -60.00 life Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +13% physical Changes damage: +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.acidic voratun steamsaw (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 17 acid Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.shocking stralite steamsaw of massacre (41-61.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Damage (Melee): 7 lightning Damage when hit (Melee): 15 lightning Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.voratun waraxe (40-56 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
Filthedge the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +3% temporal / +12% light Changes resistances penetration: +10% nature Mental save: +8 (+1 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
RadhylarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Con Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +25% mind Physical save: +30 (+4 eff.) Maximum stamina: +10.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Boltwedge (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +5% arcane / +12% lightning Spell save: +15 (+2 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +15% Cut immunity: +15% Silence immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered 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 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eilinowen the Oaktickler (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Str / +3 Con Changes resistances: +6% acid / +9% light / +12% lightning Poison immunity: +10% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falyhor the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +0% lightning / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +18% mind / +6% temporal Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Islilemira' (3 def, 21 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +21 Defense: +3 (+1 eff.) Changes stats: +7 Str / +6 Dex / +6 Cun / +2 Con Changes resistances: +30% cold Changes damage: +3% physical Physical save: +13 (+1 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +10.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Alorathad the elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +5 (+2 eff.) Changes resistances: +30% lightning Changes resistances penetration: +15% mind Changes damage: +20% lightning Stamina each turn: +1.20 Only die when reaching: -80.00 life Maximum life: +30.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balybers the pair of dwarven-steel boots (6 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -3% Changes resistances: +6% temporal Maximum encumbrance: +38 Physical save: +30 (+4 eff.) Spell save: +20 (+3 eff.) Mental save: +30 (+5 eff.) Teleport immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.traveler's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +36 Physical save: +10 (+1 eff.) A pair of boots made of leather. |
Armyyagar (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +15 Physical power: +15 (+4 eff.) Armour: +3 Damage (Melee): 13 cold Changes stats: +15 Str / +9 Dex / +5 Wil / +9 Cun / +4 Con Changes resistances: +12% acid / +8% cold Changes damage: +11% cold Talent mastery: +0.20 Technique / Grappling Disarm immunity: +33% Light radius: +3 Infravision radius: +2 See invisible: +6 It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belotha the drakeskin leather gloves (0 def, 30 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Physical crit. chance: +1.0% Physical power: +20 (+5 eff.) Armour: +30 Armour Hardiness: +15% Changes stats: +9 Str / +6 Cun / +15 Con Changes resistances: +15% darkness / +12% physical Life regen: +5.10 Stamina each turn: +1.50 Psi each turn: +0.40 Maximum stamina: +5.00 Infravision radius: +5 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beraroddathad the Glintusher (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +3 Effects on melee hit: * 35% chance to corrode armour by 30% Damage (Melee): 19 acid / 19 temporal / 20 cold / 19 fire / 20 lightning Damage (Ranged): 20 temporal Damage when hit (Melee): 4 acid Changes stats: +6 Str / +10 Mag / +9 Wil Changes resistances: +15% temporal Changes damage: +3% light / +11% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Cyryssra the Stokewitch (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 cold Changes stats: +2 Mag / +2 Con Changes resistances: +12% mind / +10% cold Changes resistances penetration: +15% fire Changes damage: +11% cold Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Gunor the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes resistances: +24% acid Changes resistances penetration: +15% blight Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +31% Mana when firing critical spell: +5.00 Spell crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Phoenixclash the drakeskin leather gloves (6 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+8 eff.) Physical crit. chance: +20.0% Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 15 nature / 15 cold Changes stats: +6 Dex Changes resistances: +6% lightning / +10% cold / +16% nature Changes resistances penetration: +10% fire Changes damage: +10% nature / +6% cold Critical mult.: +15.00% Spell save: +15 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchlady the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -6% Damage (Melee): 14 acid Changes stats: +10 Str / +12 Dex / +10 Cun / +3 Con Changes resistances: +10% acid Changes damage: +10% acid / +3% nature Talent cooldown: Double Strike (-2 turns) Physical save: +21 (+3 eff.) Mana each turn: +0.40 Spellpower: +16 (+6 eff.) Spell crit. chance: +10% Light radius: +3 Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Zubuldath (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+8 eff.) Armour: +9 Changes stats: +4 Str / +14 Dex / +8 Mag / +5 Cun Changes damage: +11% arcane Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Maximum life: +67.00 Maximum mana: +60.00 Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Amukor' (9 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 10 acid / 58 darkness / 10 lightning / 9 fire / 35 mind / 10 cold Changes stats: +5 Wil / +5 Mag Changes resistances: +10% darkness Changes damage: +11% darkness Critical mult.: +21.00% Mental save: -5 (-1 eff.) Only die when reaching: -20.00 life Maximum life: +20.00 Spell crit. chance: +17% Mindpower: +9 (+2 eff.) Mental crit. chance: +19% It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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. |
rough leather gloves 'Earthriver' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +2 Wil Changes resistances: +5% lightning Changes resistances penetration: +15% nature Changes damage: +4% lightning / +12% nature Mental save: +6 (+1 eff.) Psi when hit: +0.16 Mindpower: +10 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.steady drakeskin leather gloves (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +32% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Turafast the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +11 Dex / +0 Cun Reduces incoming crit damage: 15.00% Spell save: +9 (+1 eff.) Mental save: +30 (+5 eff.) Life regen: +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather hat (0 def, 5 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% nature / +9% blight A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Wil Physical save: +12 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Duathelbreak (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 20 acid Changes stats: +9 Cun / +9 Wil Changes resistances: +20% darkness Changes resistances penetration: +15% acid Changes damage: +30% darkness Mental save: +21 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Blindcut (5 def, 14 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 10 darkness Changes resistances: +9% acid / +30% temporal / +48% darkness / +6% lightning Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Spell save: +6 (+1 eff.) Blindness immunity: +10% Defense after a teleport: +28 Resist all after a teleport: +21% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 20 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Emylemina the Plaguesmasher (10 def, 2 armour, 144 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 19 lightning / 8 nature Changes resistances: +12% blight / +12% light / +6% nature Changes resistances penetration: +10% nature Talent granted: +4 Block Spell save: +20 (+3 eff.) Mental save: +12 (+2 eff.) Disease immunity: +10% Disarm immunity: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Hanedan the Pitchsnake (10 def, 2 armour, 147.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +24% lightning / +12% darkness / +6% acid Changes resistances penetration: +15% acid Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of elven-wood arrows of erosion (21/21, 44-61.6 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +57 physical / +23 nature / +12 temporal Arrows are used with bows to pierce your foes to death. |
8 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. |
1288 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. |
5 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) 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 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level.bright dwarven lantern of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Maximum life: +62.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 16 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
56 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 162 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. |
amazing fiery salve [power 52] amazing fiery salve [power 52]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 232% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (52% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
amazing pain suppressor salve [power 661] amazing pain suppressor salve [power 661]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 232% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -661 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 232% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
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. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots 'Anolach' (17/17, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 40% chance to disease On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Damage (Ranged): +16 blight / +16 bleed / +8 mind Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +32 mind Shots are used with slings to pummel your foes to death. |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
Isuyatira the elm totem of cure ailments [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% acid / +1% physical / +9% light / +6% blight / +9% nature Only die when reaching: -20.00 life It can be used to remove up to 1 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Ulomakor the ash totem of healing [power 115] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +3% fire / +9% nature / +6% darkness Maximum wards: +2 acid / +3 nature / +3 light Talent granted: +1 Ward Mental save: +30 (+5 eff.) Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal a target within range 11 (based on Willpower) for 115, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Galildir the Skeleton Solipsist level 33
19th Regrowth 123rd year of Ascendancy at 05:04 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Galildir the Skeleton Solipsist level 33
17th Regrowth 123rd year of Ascendancy at 11:48 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Galildir the Skeleton Solipsist level 40
26th Pyre 123rd year of Ascendancy at 05:19 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Galildir the Skeleton Solipsist level 41
31st Pyre 123rd year of Ascendancy at 23:59 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Galildir the Skeleton Solipsist level 36
29th Regrowth 123rd year of Ascendancy at 21:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Galildir the Skeleton Solipsist level 9
11st Dusk 122nd year of Ascendancy at 03:42 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Galildir the Skeleton Solipsist level 34
26th Regrowth 123rd year of Ascendancy at 10:04 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Galildir the Skeleton Solipsist level 4
7th Mirth 122nd year of Ascendancy at 05:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Galildir the Skeleton Solipsist level 20
15th Haze 122nd year of Ascendancy at 02:04 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Galildir the Skeleton Solipsist level 28
6th Allure 123rd year of Ascendancy at 04:17 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Galildir the Skeleton Solipsist level 23
32nd Haze 122nd year of Ascendancy at 23:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Galildir the Skeleton Solipsist level 10
15th Dusk 122nd year of Ascendancy at 23:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Galildir the Skeleton Solipsist level 20
14th Haze 122nd year of Ascendancy at 22:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Galildir the Skeleton Solipsist level 30
9th Regrowth 123rd year of Ascendancy at 09:28 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Galildir the Skeleton Solipsist level 40
26th Pyre 123rd year of Ascendancy at 00:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Galildir the Skeleton Solipsist level 22
26th Haze 122nd year of Ascendancy at 05:20 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Galildir the Skeleton Solipsist level 28
50th Haze 122nd year of Ascendancy at 12:18 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Galildir the Skeleton Solipsist level 37
16th Pyre 123rd year of Ascendancy at 18:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Galildir the Skeleton Solipsist level 20
15th Haze 122nd year of Ascendancy at 04:49 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Galildir the Skeleton Solipsist level 35
26th Regrowth 123rd year of Ascendancy at 11:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Galildir the Skeleton Solipsist level 12
22nd Dusk 122nd year of Ascendancy at 13:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Galildir the Skeleton Solipsist level 13
31st Dusk 122nd year of Ascendancy at 10:06 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Galildir the Skeleton Solipsist level 37
68th Regrowth 123rd year of Ascendancy at 08:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Galildir the Skeleton Solipsist level 4
7th Mirth 122nd year of Ascendancy at 05:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Galildir the Skeleton Solipsist level 4
7th Mirth 122nd year of Ascendancy at 05:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Galildir the Skeleton Solipsist level 32
16th Regrowth 123rd year of Ascendancy at 09:17 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Galildir the Skeleton Solipsist level 40
30th Pyre 123rd year of Ascendancy at 09:23 see stats
Log
Fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire wyrm receives 6 healing from Thought-forged defender.
Thought-forged defender receives 3 healing.
Galildir converts some damage to Psi!
Galildir hits Galildir for 13 healing (15 psi heal), 13 healing (15 psi heal) (0 total damage) [57 healing].
Burning from Fire wyrm hits Galildir for 45 to psi, 70 fire (116 total damage).
Fire drake hatchling is on fire!
Fire drake hatchling resists the searing flame!
Fire drake hatchling is on fire!
Fire drake hatchling resists the searing flame!
Fire wyrm resists the searing flame!
Fire wyrm is on fire!
Fire drake shrugs off the effect 'Burning Shock'!
Fire drake is on fire!
Fire drake uses Wing Buffet.
Fire drake hatchling resists the knockback!
Fire drake misses Galildir.
Fire drake hatchling resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake hatchling resists the knockback!
Fire wyrm resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake resists the knockback!
Fire drake hatchling resists the knockback!
Fire drake resists the knockback!
Fire drake uses Wing Buffet.
Fire drake hatchling resists the knockback!












































































































































































