













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 82 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Immmortal's Inner Demon at level 81 on the 37th Haze 122nd year of Ascendancy at 01:15 / 2Killed by Gelebeth the elven mage at level 82 on the 38th Haze 122nd year of Ascendancy at 22:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 78 (base 12) |
| Dexterity | 85 (base 53) |
| Constitution | 106 (base 64) |
| Magic | 30 (base 12) |
| Willpower | 147 (base 92) |
| Cunning | 142 (base 82) |
Resources
| Hate | 100/100 |
| Equilibrium | 71 |
| Life | -123/1588 |
| Steam | 100/100 |
| Psi | 7/918 |
| Healing Factor | 2.5 |
| Regeneration | 165.75356110906 |
Speed
| Mental | +13.25253833396% |
| Attack | +13.25253833396% |
| Movement | +10% |
| Spell | 0% |
| Global | +108% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 1 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 78 |
| Crit Chance | 45% |
| APR | 64 |
| Speed | 0.88 |
Offense: Offhand
| Damage | 147 |
| Accuracy | 78 |
| Crit Chance | 45% |
| APR | 64 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 10.666666666667 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 60% |
| Speed | 0.88298241673947 |
Offense: Damage Bonus
| Acid | +42% |
| Blight | +23% |
| Physical | +23% |
| Cold | +23% |
| All | 0% |
| Darkness | +38% |
| Lightning | +36% |
| Mind | +15% |
| Fire | +48% |
| Nature | +67% |
Offense: Damage Penetration
| Acid | +58% |
| Blight | +33% |
| Arcane | +10% |
| Cold | +33% |
| All | 0% |
| Lightning | +48% |
| Physical | +33% |
| Darkness | +38% |
| Fire | +53% |
| Nature | +53% |
Defense: Base
| Armour (hardiness) | 56.292304923967 (100%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 18 |
| Physical Save | 70 |
| Spell Save | 67.6 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 40%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 49%( 70%) |
| Physical | + 70%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 63%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 69% |
| Fear Resistance | 30% |
| Teleport Resistance | 100% |
| Blind Resistance | 40% |
| Disarm Resistance | 10% |
| Pinning Resistance | 89% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 218% efficiency and cooldown mod of 59%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.8 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 239% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 8/5 |
| 1/5 |
| 8/5 |
| 7/5 |
| Wild-gift / Eyal's fury | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 6/5 |
| 6/5 |
| 8/5 |
| 7/5 |
| Cursed / Force of will | 1.20 |
| 2/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 8/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 8/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 8/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 11): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 470 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (470)Turns left: 190 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: Random Artifact: Umbrapunish (10 def, 12 armour, 78.5 block) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 22): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 25): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 27): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 38): Rush Hour (122)Turns left: 1 You completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 39): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: Random Artifact: Blastwing (dig speed 22 turns) | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (95)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 44): Near SightedYou completed the challenge and received: Random Artifact: Samonik | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: Random Artifact: Coalshaper of thorny skin [power 111] (25 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 53): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 55): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 344 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 59): Rush Hour (344)Turns left: 108 You completed the challenge and received: Random Artifact: Cuirass of the Thronesmen (20 def, 32 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: Random Artifact: Wildblast | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 63): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 65): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 66): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 67): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 212 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 68): Rush Hour (212)Turns left: 7 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: Random Artifact: Prismmortal (0 def, 2 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 70): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 311 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 73): Rush Hour (311)Turns left: 64 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 74): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): ExterminatorYou completed the challenge and received: Random Artifact: Shockobsidian (19/19, 42-50 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 81): Near SightedYou completed the challenge and received: Random Artifact: Frigidking (20/20, 34-40 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): ExterminatorYou completed the challenge and received: Random Artifact: Core of the Forge (24-26 power, 40 apr, dreamforge damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 167 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 84): Rush Hour (167)Turns left: 24 You completed the challenge and received: Random Artifact: Steel Helm of Garkul (0 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Xudhemina the dreaming horror'. Infinite Dungeon Challenge (Level 93): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 95): Mirror Match | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
| On hands | restful iron gauntlets of the nighthunter (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +5% darkness / +10% blight Talent granted: +5 Project Saw Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. It was hardened by the digestive sack. |
| Light source | preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight / +3% all Spell save: +10 (+1 eff.) Life regen: +5.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Weepobeisance (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +24 (+6 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +13 Str / +4 Dex / +12 Wil / +15 Cun Changes resistances: +6% lightning / +27% physical / +6% darkness / +3% fire / +15% nature / +5% arcane Physical save: +22 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +15 (+3 eff.) A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Pyredredge' (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +12% lightning / +1% physical / +5% arcane Changes damage: +15% mind / +6% fire Physical save: +30 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Only die when reaching: -40.00 life Healing mod.: +5% A pair of boots made of leather. |
| Tool | dwarven dwarven-steel pickaxe (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +7 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +9 (+2 eff.) Maximum life: +54.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ravenwreck the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +7 Dex / +7 Wil / +5 Cun Critical mult.: +20.00% Spell save: +18 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | voratun ring 'Umbrapain'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% blight / +3% acid Changes damage: +3% darkness Physical save: +3 (+1 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +39% Life regen: +33.00 Maximum life: +185.00 See invisible: +6 Healing mod.: +34% Rings make your fingers look great! |
| Around neck | DemonwardInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +4 Dex / +11 Cun / +3 Con Changes resistances penetration: +5% darkness Changes damage: +12% darkness Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Toratoneg (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 84 damage and reducing their armor Damage (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 16% Damage (Melee): 20 lightning / 19 fire Damage when hit (Melee): 6 acid Changes stats: +7 Str / +4 Dex / +7 Mag / +6 Wil / +4 Cun / +6 Con Changes resistances: +15% lightning / +17% fire / +3% acid Changes resistances penetration: +15% lightning / +20% fire / +15% acid Changes damage: +13% lightning / +19% fire / +9% acid Talent granted: +1 Attune Mindstar Life regen: +1.50 Maximum life: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +8% 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 | Samonik Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +22 (+8 eff.) Changes resistances: +3% acid / +6% mind / +3% blight Reduces incoming crit damage: 5.00% Physical save: +25 (+4 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +10% Life regen: +4.90 Only die when reaching: -20.00 life Healing mod.: +22% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Eyal's Will (22-24 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 86 damage and reducing their armor When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 21/30) : Effective talent level: 4.5 Power cost: 30 out of 21/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 140.47 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Cloak | Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +30% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +50% Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 5.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 100 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Poroldalaith the voratun mail armour (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: +17% Changes stats: +8 Str / +2 Dex / +1 Wil / +7 Cun Changes resistances: +12% acid / +26% physical / +18% darkness / +11% cold / +11% lightning / +11% fire Changes resistances penetration: +10% arcane Life regen: +7.00 Maximum life: +68.00 Light radius: +2 Healing mod.: +16% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.acid wave rune of the sneak (damage 718; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 718.02 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 spell talent. |
schematic: Acid GrooveRequires: - 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. |
schematic: Air RecyclerRequires: - 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. |
2 schematic: Alchemist's HelperRequires: - 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. |
schematic: Armour ReinforcementRequires: - 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. |
schematic: Black Light EmitterRequires: - 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. |
schematic: Deflection FieldRequires: - 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. |
schematic: Flare ShellRequires: - 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. |
2 schematic: Frost SalveRequires: - 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. |
schematic: Healing SalveRequires: - 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. |
schematic: Iron GripRequires: - 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. |
schematic: Itching PowderRequires: - 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. |
schematic: Moss TreadRequires: - 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. |
schematic: Poison GrooveRequires: - 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. |
schematic: Razor EdgeRequires: - 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. |
2 schematic: Rocket BootsRequires: - 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. |
schematic: Saw ProjectorRequires: - 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. |
2 schematic: Saw ShellRequires: - 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. |
2 schematic: Shocking TouchRequires: - 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. |
schematic: SteamgunRequires: - 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. |
schematic: SteamsawRequires: - 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. |
schematic: Thunderclap CoatingRequires: - 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. |
schematic: Toxic ShellRequires: - 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. |
2 schematic: Unstoppable Force SalveRequires: - 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. |
schematic: Water SalveRequires: - 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. |
schematic: Waterproof CoatingRequires: - 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Xerurin the VenomravagerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Wil Changes damage: +3% nature Maximum hate: +2.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.starseer's stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
Betirima the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 40% chance to reduce all saves and defense by 43 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 43 Damage (Ranged): 35 physical Changes stats: +9 Str / +7 Cun / +9 Con Changes resistances: +3% darkness / +2% physical Disarm immunity: +26% Stun/Freeze immunity: +50% Life regen: +9.00 Hate when firing a critical mind attack: +3.00 Maximum life: +60.00 Maximum hate: +15.00 Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Armour: +4 Defense: +8 (+3 eff.) Changes stats: +2 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 131% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.chilling voratun greatmaul of crippling (66-98 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +42 cold When wielded/worn: Physical crit. chance: +19.0% Massive two-handed mauls. |
Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Psionic Fury (12-13 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 361.79 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 3.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 328.54 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (14-15 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
honing thorny mindstar of resolve (10-11 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Spell save: +4 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Beriruimas' (6-6 power, 19 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Damage (Melee): 6 mind / 5 darkness Changes stats: +3 Dex Changes resistances: +3% fire Changes damage: +4% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +1.60 Maximum life: +29.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Biblek the FlashvagrantInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Mag / +14 Wil / +9 Cun Changes resistances: +12% fire Damage against: +45% Summoned Reduced damage from: +45% Summoned Mental save: +21 (+5 eff.) Maximum life: +158.00 Mindpower: +25 (+5 eff.) Infravision radius: +3 A belt that goes around your waist. |
FirebrightInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +8% lightning / +7% temporal / +3% mind Changes resistances penetration: +5% fire Changes damage: +9% mind Physical save: +8 (+1 eff.) Life regen: +1.20 Mindpower: +5 (+1 eff.) Healing mod.: +14% A belt that goes around your waist. |
Arcquick the elven-silk cloak (3 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Damage when hit (Melee): 6 lightning Changes stats: +6 Cun / +6 Wil Changes resistances: +3% mind / +28% cold Changes resistances penetration: +10% lightning / +25% mind Changes damage: +9% lightning Critical mult.: +28.00% Stealth bonus: +15 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 45.45 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Galen's Flowing Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)Requires: - 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! |
miner's pair of rough leather boots of speed (0 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 999.67 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Brandweeper the dwarven-steel helm (6 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 2 fire Changes stats: +7 Str / +6 Dex / +4 Wil / +2 Cun Changes resistances: +8% blight / +4% all Changes resistances penetration: +15% acid Changes damage: +6% acid / +6% fire Physical save: +8 (+1 eff.) Mental save: +10 (+2 eff.) Light radius: +1 See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 445.8 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Vorariawyn (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +18% acid / +9% temporal / +3% light Changes damage: +12% acid Physical save: +8 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +8 (+2 eff.) A pointy cloth hat, very wizardly... |
insulating iron helm of ire (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +0 Cun / +1 Con Changes resistances: +6% fire / +6% cold Physical save: +5 (+1 eff.) Mental save: +6 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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.thaloren rough leather hat of blood magic (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Mag / +8 Wil Changes resistances: +7% blight Changes damage: +7% blight / +7% arcane Mental save: +7 (+1 eff.) Spell crit. chance: +2% A hat made of leather. Very stylish. |
Chadur the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +0% Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +18% acid / +6% temporal / +6% mind Mental save: +16 (+4 eff.) Life regen: +3.00 Maximum life: +43.00 Healing mod.: +12% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Torchwolf (4 def, 25 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Armour Hardiness: +0% Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +18% acid / +21% physical / +18% cold / +17% lightning / +22% fire Changes damage: +3% fire Critical mult.: +20.00% Life regen: +6.00 Equilibrium when hit: +0.04 Maximum life: +37.00 Healing mod.: +18% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of command (20 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+7 eff.) Fatigue: +12% Changes stats: +6 Cun Changes resistances: +20% light / +20% darkness Mental save: +24 (+6 eff.) A suit of armour made of mail. |
Emeleriathra the Strikefoe (35 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +35 (+12 eff.) Fatigue: +8% Changes stats: +5 Str / +14 Wil / +9 Cun Changes resistances: +9% fire Changes resistances penetration: +10% lightning Critical mult.: +20.00% Mental save: +25 (+6 eff.) Disarm immunity: +20% Stamina each turn: +1.40 Maximum life: +20.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 284 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cleansing rough leather armour of resilience (3 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Armour Hardiness: +0% Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +10% nature / +11% blight Maximum life: +20.00 A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
10 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. |
796 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. |
20 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
14 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. |
15 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. |
18 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. |
28 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 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
20 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. |
24 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
19 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +3% all Spell save: +8 (+1 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
2 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
2 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
2 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
18 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. |
17 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. |
24 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. |
21 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. |
amazing fiery salve [power 23] amazing fiery salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 335] amazing healing salve [power 335]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 335 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
perfect itching powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 143 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 73% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
This item will automatically be transmogrified when you leave the level.elm totem of summon tentacle [power 110] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 130 Armor: 10 All Resist: 10 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
This item will automatically be transmogrified when you leave the level.cleansing elm wand of shielding [power 128] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 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. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 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. |
18 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. |
19 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. |
17 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. |
18 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. |
15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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 Fistful of Gold (Roguelike)
Buy an item from an AAA.By Immmortal the Cornac Adventurer level 39
31st Dusk 122nd year of Ascendancy at 16:04 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Immmortal the Cornac Adventurer level 30
16th Dusk 122nd year of Ascendancy at 01:29 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Immmortal the Cornac Adventurer level 60
70th Dusk 122nd year of Ascendancy at 05:24 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Immmortal the Cornac Adventurer level 41
34th Dusk 122nd year of Ascendancy at 12:09 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Immmortal the Cornac Adventurer level 31
20th Dusk 122nd year of Ascendancy at 00:27 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Immmortal the Cornac Adventurer level 22
6th Dusk 122nd year of Ascendancy at 08:39 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Immmortal the Cornac Adventurer level 80
34th Haze 122nd year of Ascendancy at 10:13 see stats
Infinite x10 (Roguelike)
Got to level 10 of the infinite dungeon.By Immmortal the Cornac Adventurer level 11
9th Mirth 122nd year of Ascendancy at 23:27 see stats
Infinite x20 (Roguelike)
Got to level 20 of the infinite dungeon.By Immmortal the Cornac Adventurer level 25
11st Dusk 122nd year of Ascendancy at 00:20 see stats
Infinite x30 (Roguelike)
Got to level 30 of the infinite dungeon.By Immmortal the Cornac Adventurer level 34
25th Dusk 122nd year of Ascendancy at 04:30 see stats
Infinite x40 (Roguelike)
Got to level 40 of the infinite dungeon.By Immmortal the Cornac Adventurer level 41
34th Dusk 122nd year of Ascendancy at 12:09 see stats
Infinite x50 (Roguelike)
Got to level 50 of the infinite dungeon.By Immmortal the Cornac Adventurer level 48
45th Dusk 122nd year of Ascendancy at 19:48 see stats
Infinite x60 (Roguelike)
Got to level 60 of the infinite dungeon.By Immmortal the Cornac Adventurer level 57
62nd Dusk 122nd year of Ascendancy at 21:04 see stats
Infinite x70 (Roguelike)
Got to level 70 of the infinite dungeon.By Immmortal the Cornac Adventurer level 61
73rd Dusk 122nd year of Ascendancy at 06:08 see stats
Infinite x80 (Roguelike)
Got to level 80 of the infinite dungeon.By Immmortal the Cornac Adventurer level 69
9th Haze 122nd year of Ascendancy at 15:18 see stats
Infinite x90 (Roguelike)
Got to level 90 of the infinite dungeon.By Immmortal the Cornac Adventurer level 79
29th Haze 122nd year of Ascendancy at 17:58 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By Immmortal the Cornac Adventurer level 34
24th Dusk 122nd year of Ascendancy at 03:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Immmortal the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 15:06 see stats
Level 20 (Roguelike)
Got a character to level 20.By Immmortal the Cornac Adventurer level 20
9th Flare 122nd year of Ascendancy at 15:06 see stats
Level 30 (Roguelike)
Got a character to level 30.By Immmortal the Cornac Adventurer level 30
16th Dusk 122nd year of Ascendancy at 01:23 see stats
Level 40 (Roguelike)
Got a character to level 40.By Immmortal the Cornac Adventurer level 40
32nd Dusk 122nd year of Ascendancy at 21:19 see stats
Level 50 (Roguelike)
Got a character to level 50.By Immmortal the Cornac Adventurer level 50
47th Dusk 122nd year of Ascendancy at 14:35 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Immmortal the Cornac Adventurer level 69
10th Haze 122nd year of Ascendancy at 05:52 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Immmortal the Cornac Adventurer level 39
31st Dusk 122nd year of Ascendancy at 16:04 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Immmortal the Cornac Adventurer level 20
1st Dusk 122nd year of Ascendancy at 04:09 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Immmortal the Cornac Adventurer level 29
15th Dusk 122nd year of Ascendancy at 15:05 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Immmortal the Cornac Adventurer level 20
1st Dusk 122nd year of Ascendancy at 05:18 see stats
Unstoppable (Roguelike)
Returned from the dead.By Immmortal the Cornac Adventurer level 81
37th Haze 122nd year of Ascendancy at 01:15 see stats
Log
Bleeding from Immmortal hits Gelebeth the elven mage's Fugue Clone for (2 to time) damage.
Bleeding from Immmortal hits Gelebeth the elven mage for (3 dissipated), (2 shared), (2 shared), 2 physical (2 total damage).
Immmortal resists the teleport!
Immmortal converts some damage to Psi!
Gelebeth the elven mage's Fugue Clone's spatial tether hits Immmortal for 61 to psi, 89 temporal, 15 to psi, 22 physical (187 total damage).
You have no medical injector available.
You have no medical injector available.
Immmortal meditates on nature.
Immmortal resists the teleport!
Immmortal resists the teleport!
Immmortal converts some damage to Psi!
Gelebeth the elven mage's Fugue Clone's spatial tether hits Immmortal for 119 to psi, 174 temporal, 29 to psi, 43 physical (365 total damage).
Gelebeth the elven mage's Fugue Clone's spatial tether hits Immmortal for 116 to psi, 170 temporal, 29 to psi, 42 physical (358 total damage).
Gelebeth the elven mage casts Banish.
Immmortal resists the banishment!
Immmortal resists the pin!
Immmortal's mind surges with critical power!
Immmortal resists the teleport!
Gelebeth the elven mage's Fugue Clone casts Spatial Tether.
Immmortal mentally dismisses some damage!
Immmortal converts some damage to Psi!
Gelebeth the elven mage's spatial tether hits Immmortal for 41 to psi, 59 temporal, (32 dismissed), 2 to psi, 4 physical (106 total damage).
Gelebeth the elven mage uses No Hope.
Gelebeth the elven mage Triggers an Anomaly! (Anomaly Intersecting Threads).
Gelebeth the elven mage casts Temporal Bolt.
Gelebeth the elven mage's spell attains critical power!
Immmortal converts some damage to Psi!
Gelebeth the elven mage hits Immmortal for 46 to psi, 67 temporal (113 total damage).
Immmortal the level 82 cornac adventurer was temporally distorted to death by Gelebeth the elven mage on level 97 of Infinite Dungeon.









































































































































































