Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.4.0Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 49 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by naga nereid at level 2 on the 76th Pyre 122nd year of Ascendancy at 01:58 0 / 8Killed by Assassin Lord at level 6 on the 9th Mirth 122nd year of Ascendancy at 20:27 Killed by Aerylaith the ghast at level 13 on the 44th Dusk 122nd year of Ascendancy at 20:34 Killed by Aerylaith the ghast at level 13 on the 44th Dusk 122nd year of Ascendancy at 22:04 Killed by Mayorama the skeleton mage at level 23 on the 27th Dusk 123rd year of Ascendancy at 03:07 Killed by skeleton mage at level 24 on the 35th Dusk 123rd year of Ascendancy at 06:33 Killed by Bethibreta the dredge at level 48 on the 14th Pyre 125th year of Ascendancy at 20:50 Killed by Elandar at level 49 on the 21st Pyre 125th year of Ascendancy at 00:24 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 73 (base 60) |
| Constitution | 57 (base 13) |
| Magic | 72 (base 60) |
| Willpower | 21 (base 10) |
| Cunning | 28 (base 16) |
Resources
| Life | -81/1632 |
| Positive | 36/134 |
| Stamina | 332/332 |
| Healing Factor | 1.53 |
| Regeneration | 5.049 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 66 |
| Crit Chance | 63% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 51.666666666667 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.95 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 117.4 (100%) |
| Defense | 37.725 |
| Ranged Defense | 42.483333333333 |
| Fatigue | 51 |
| Physical Save | 70.831561012035 |
| Spell Save | 47.092081349379 |
| Mental Save | 36.225 |
Defense: Resistances
| All | -7%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -561 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Searing Sight |
| detrimental effect | The target is on fire, taking 57.39 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)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 failed to protect the lost anorithil from death by Belyreyada the treant. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by Mayorama the skeleton mage. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by Knight Solaire. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed mummified bone. * You've found the needed black mamba head. | active |
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! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. wanderer's pair of drakeskin leather boots of evasion (19 def, 5 armour) (On feet)] wanderer's pair of drakeskin leather boots of evasion (19 def, 5 armour)wanderer's pair of drakeskin leather boots of evasion (19 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-) Defense: +19 (+9 eff.) (-) Fatigue: +5% (-) Changes stats: +3(-) Cun / +3(-) Con Physical save: +14 (+4 eff.) (-) Mental save: +21 (+10 eff.) (-) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 24 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Dragon-helm of Kroltar (5 def, 9 armour)Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 (-) Defense: +5 (+2 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / -4(-) Lck / +5(-) Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On hands | [vs. Lightmonster (0 def, 20 armour) (On hands)] Lightmonster (0 def, 20 armour)Lightmonster (0 def, 20 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% (-) Armour: +20 (-) Armour Hardiness: +12% (-) Damage (Melee): 18(-) light Damage when hit (Melee): 16(-) light Changes stats: +2(-) Cun / +15(-) Con Changes resistances: +18%(-) light / +10%(-) physical Changes damage: +7%(-) light Critical mult.: +10.00% (-) Spell crit. chance: +12% (-) Mental crit. chance: +11% (-) Infravision radius: +2 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] elm totem of thorny skin [power 15] (20 cooldown)elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+2 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +4(-) Wil / +6 Con Changes resistances: +10%(-) nature / +25% cold Changes damage: +15% cold / +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Healing mod.: +0% (-20%) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 13.13 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| Around neck | [vs. Pendant of the Sun and Moons (Around neck)] Pendant of the Sun and MoonsPendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) darkness Changes resistances cap: +5%(-) light / +5%(-) darkness Changes resistances penetration: +15%(-) light / +15%(-) darkness Changes damage: +8%(-) light / +8%(-) darkness Spellpower: +8 (+3 eff.) (-) Spell crit. chance: +5% (-) All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | [vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 (-) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-) Str / +4(-) Dex Changes damage: +10%(-) physical See invisible: +5 (-) This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | [vs. Branaledil the Brandvortex (Around waist)] Branaledil the BrandvortexBranaledil the Brandvortex Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% (-) Physical power: +5 (+1 eff.) (-) Damage when hit (Melee): 4(-) mind Changes resistances: +9%(-) fire / +12%(-) mind / +7%(-) cold Changes damage: +6%(-) mind / +6%(-) fire Reduced damage from: +26% (-)Summoned Critical mult.: +9.00% (-) A belt that goes around your waist. |
| In off hand | [vs. Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) (In off hand)] Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% (-) Block value: +235 (-) On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50%(-) darkness When wielded/worn: Armour: +18 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +12 (+5 eff.) (-) Fatigue: +25% (-) Damage when hit (Melee): 24(-) darkness / 24(-) fire Changes resistances: +20%(-) darkness / +35%(-) fire Talents granted: +5.00(-) Block Spellpower: +8 (+3 eff.) (-) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | [vs. Byfang (3 def, 0 armour) (Cloak)] Byfang (3 def, 0 armour)Byfang (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+10 eff.) (-) Physical crit. chance: +5.0% (-) Physical power: +8 (+2 eff.) (-) Defense: +3 (+2 eff.) (-) Fatigue: -24% (-) Changes resistances: +20%(-) nature / +20%(-) blight Changes damage: +18%(-) blight / +12%(-) physical Reduces incoming crit damage: 15.00% (-) Life regen: +2.90 (-) Maximum life: +96.00 (-) Maximum stamina: +40.00 (-) Healing mod.: +23% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Tarrasca (0 def, 50 armour) (Main armor)] Tarrasca (0 def, 50 armour)Tarrasca (0 def, 50 armour) Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 (-) Armour Hardiness: +15% (-) Fatigue: +35% (-) Changes stats: +15(-) Con Physical save: +45 (+11 eff.) (-) Knockback immunity: +100% (-) When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 42)healing infusion (heal 42) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 213) healing infusion of the warrior (heal 213)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 233) healing infusion of the warrior (heal 233)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 233 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Heroism [heroism infusion of the warrior (+13 for 10 turns, die at -477)] (on body)] heroism infusion (+6 for 8 turns, die at -100)heroism infusion (+6 for 8 turns, die at -100) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6(-10) for 8(-2) turns. While Heroism is active, you will only die when reaching -100(+461) life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your -Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Heroism [heroism infusion of the warrior (+13 for 10 turns, die at -477)] (on body)] heroism infusion of the wizard (+16 for 7 turns, die at -446)heroism infusion of the wizard (+16 for 7 turns, die at -446) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16(+0) for 7(-3) turns. While Heroism is active, you will only die when reaching -446(+114) life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (755% speed; 6 turns) movement infusion of the titan (755% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns) Rune of the Rift (234.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 234.00 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 29; dur 7)phase door rune (range 10; power 29; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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 122) teleportation rune of the warrior (range 122)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 122 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. |
teleportation rune of the wizard (range 143) teleportation rune of the wizard (range 143)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. Pendant of the Sun and Moons (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0%(-10%) light / +0%(-10%) darkness Changes resistances cap: +0%(-5%) light / +0%(-5%) darkness Changes resistances penetration: +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-8%) light / +0%(-8%) darkness Blindness immunity: +100% Spellpower: +5 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-5%) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. Pendant of the Sun and Moons (Around neck)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +0%(-10%) light / +0%(-10%) darkness Changes resistances cap: +0%(-5%) light / +0%(-5%) darkness Changes resistances penetration: +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-8%) light / +0%(-8%) darkness Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-5%) Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
[vs. Pendant of the Sun and Moons (Around neck)] Lorygund the gold amuletLorygund the gold amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con / +2 Wil Changes resistances: +0%(-10%) light / +0%(-10%) darkness Changes resistances cap: +0%(-5%) light / +0%(-5%) darkness Changes resistances penetration: +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-8%) light / +0%(-8%) darkness Physical save: +25 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+6 eff.) Life regen: +1.10 Maximum life: +42.00 Maximum mana: +60.00 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-5%) Damage Shield penetration: +40% Amulets can have magical properties. |
[vs. Pendant of the Sun and Moons (Around neck)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25%(+15%) light / +0%(-10%) darkness Changes resistances cap: +0%(-5%) light / +0%(-5%) darkness Changes resistances penetration: +0%(-15%) light / +0%(-15%) darkness Changes damage: +12%(+4%) light / +0%(-8%) darkness Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-5%) Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 294 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
[vs. Pendant of the Sun and Moons (Around neck)] The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(+5%) darkness / +0%(-10%) light Changes resistances cap: +0%(-5%) light / +0%(-5%) darkness Changes resistances penetration: +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-8%) light / +0%(-8%) darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-5%) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. Ring of Growth (On fingers, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-4) Str / +3 Mag / +0(-4) Wil / +3 Cun Changes resistances: +0%(-10%) nature Changes damage: +12% lightning / +0%(-8%) physical / +0%(-8%) nature / +12% fire / +12% arcane / +12% cold Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] Void OrbVoid Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +15% arcane / +0%(-10%) nature Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4%(-4%) physical / +0%(-8%) nature / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spell save: +10 (+3 eff.) Silence immunity: +30% Life regen: +0.00 (-0.15) Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Healing mod.: +0% (-20%) Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 150.77 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] painweaver's stralite ring of pilferingpainweaver's stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Physical power: +9 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) physical / +0%(-8%) nature / +6% all Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Spellpower: +7 (+2 eff.) Mindpower: +10 (+5 eff.) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] painweaver's voratun ring of miserypainweaver's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +0(-4) Str / +0(-4) Wil / +7 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) physical / +0%(-8%) nature / +6% all Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +10 (+3 eff.) Mindpower: +11 (+6 eff.) Healing mod.: +0% (-20%) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] painweaver's voratun ring of pilferingpainweaver's voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +12 Physical power: +19 (+5 eff.) Defense: +7 (+3 eff.) Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) physical / +0%(-8%) nature / +8% all Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Spellpower: +16 (+5 eff.) Mindpower: +12 (+6 eff.) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] pixie's stralite ringpixie's stralite ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +0(-4) Str / +3 Mag / +0(-4) Wil / +2 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +0.00 (-0.15) Spellpower: +7 (+2 eff.) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)] Life Drinker (42-54.6 power, 11 apr)Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6(-16.0 - -26.6) Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 (-5) Physical crit. chance: +18.0% (+11.0%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex / +6 Mag / +6 Cun Changes damage: +15% blight / +0%(-10%) physical / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 See invisible: +0 (-5) Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.65 acid and 13.75 blight damage. If not cleared after five turns it will inflict 66.14 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)] Silent Blade (25-32.5 power, 10 apr)Silent Blade (25-32.5 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-33.0 - -48.7) Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-6) Physical crit. chance: +8.0% (+1.0%) Attack speed: 100% (-) When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)] Swordbreaker (25-32.5 power, 20 apr)Swordbreaker (25-32.5 power, 20 apr) Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(-33.0 - -48.7) Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+4) Physical crit. chance: +15.0% (+8.0%) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +0(-4) Str / +8(+4) Dex / +8 Cun Changes damage: +0%(-10%) physical Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% See invisible: +0 (-5) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] arcing voratun greatmaul of amnesia (66.5-99.75 power, 4 apr)This item will automatically be transmogrified when you leave the level. arcing voratun greatmaul of amnesia (66.5-99.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8(+8.5 - +18.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-12) Physical crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target + 25% chance to put talents on cooldown Damage (Melee): +24 lightning When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) Massive two-handed mauls. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] Anmalice (47-65.8 power, 20 apr)Anmalice (47-65.8 power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(-11.0 - -15.4) Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 (+4) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon hit: + torments the target with many mental effects On weapon kill: + reduces mental save penalty When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +8% mind / +0%(-10%) physical Mental save: -30 (-15 eff.) Mindpower: +9 (+4 eff.) See invisible: +0 (-5) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] thunderous voratun longsword of shearing (44.5-62.3 power, 6 apr)This item will automatically be transmogrified when you leave the level. thunderous voratun longsword of shearing (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3(-13.5 - -18.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 (-10) Physical crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 19% chance to daze (+19%) When wielded/worn: Armour penetration: +12 Changes stats: +3(-1) Str / +4(-) Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +15% lightning / +15% physical Changes damage: +12%(+2%) physical See invisible: +0 (-5) Sharp, long, and deadly. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] Getakan the EclipseripperThis item will automatically be transmogrified when you leave the level. Getakan the Eclipseripper Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-7.0%) Attack speed: 125% (+25%) Firing range: +10 On weapon hit: * 20% chance to corrode armour (+20%) When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes resistances: +9% mind / +3% fire Changes resistances penetration: +15% acid / +10% darkness Changes damage: +0%(-10%) physical Spell save: +15 (+5 eff.) Teleport immunity: +15% Life regen: +2.50 See invisible: +0 (-5) Slings are used to hurl stones or metal shots at your foes. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] caustic drakeskin leather slingThis item will automatically be transmogrified when you leave the level. caustic drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-7.0%) Attack speed: 125% (+25%) Firing range: +10 On weapon hit: * 10% chance to corrode armour (+10%) When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes resistances penetration: +10% acid Changes damage: +0%(-10%) physical Life regen: +2.30 See invisible: +0 (-5) Slings are used to hurl stones or metal shots at your foes. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] mighty drakeskin leather sling of fireThis item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-16) Physical crit. chance: +0.0% (-7.0%) Attack speed: 125% (+25%) Firing range: +10 Damage (Ranged): +19 fire When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +4(-) Str / +0(-4) Dex Changes damage: +0%(-10%) physical / +16% fire See invisible: +0 (-5) Slings are used to hurl stones or metal shots at your foes. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] elemental orichalcum trident of ruin (52.5-84 power, 16 apr)This item will automatically be transmogrified when you leave the level. elemental orichalcum trident of ruin (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0(-5.5 - +2.8) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 (-) Physical crit. chance: +4.0% (-3.0%) Attack speed: 100% (-) On weapon hit: + Random elemental explosion When wielded/worn: Armour penetration: +14 Physical crit. chance: +20.0% Changes stats: +0(-4) Str / +0(-4) Dex Changes resistances penetration: +20% acid / +21% fire / +17% cold / +20% lightning Changes damage: +0%(-10%) physical Critical mult.: +27.00% See invisible: +0 (-5) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)] warbringer's voratun waraxe of crippling (39-54.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of crippling (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6(-19.0 - -26.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-10) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon crit: + cripple the target When wielded/worn: Physical crit. chance: +8.0% Physical power: +14 (+4 eff.) Changes stats: +0(-4) Str / +0(-4) Dex / +4 Con Changes resistances penetration: +12% physical Changes damage: +0%(-10%) physical Disarm immunity: +29% See invisible: +0 (-5) One-handed war axes. |
[vs. Branaledil the Brandvortex (Around waist)] Ulemas the drakeskin leather beltUlemas the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% (-1.0%) Physical power: +3 (+1 eff.) (-2 (+0 eff.)) Damage when hit (Melee): 0(-4) mind Changes resistances: +16% acid / +15% lightning / +12%(+3%) fire / +0%(-12%) mind / +14%(+7%) cold Changes damage: +3%(-3%) mind / +0%(-6%) fire Reduced damage from: +0% (-26% )Summoned Grants telepathy: Dragon Critical mult.: +7.00% (-2.00%) Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Damage Shield penetration: +20% A belt that goes around your waist. |
[vs. Branaledil the Brandvortex (Around waist)] blurring drakeskin leather beltThis item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +19 (+7 eff.) Damage when hit (Melee): 0(-4) mind Changes resistances: +0%(-9%) fire / +0%(-12%) mind / +0%(-7%) cold Changes damage: +0%(-6%) mind / +0%(-6%) fire Reduced damage from: +0% (-26% )Summoned Critical mult.: +0.00% (-9.00%) Stealth bonus: +9 A belt that goes around your waist. |
[vs. Branaledil the Brandvortex (Around waist)] hardened leather belt of unlifehardened leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 0(-4) mind Changes resistances: +8% blight / +0%(-9%) fire / +0%(-12%) mind / +0%(-7%) cold Changes damage: +0%(-6%) mind / +0%(-6%) fire Reduced damage from: +0% (-26% )Summoned Critical mult.: +0.00% (-9.00%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Byfang (3 def, 0 armour) (Cloak)] wyrmwaxed cashmere cloak of fog (8 def, 0 armour)wyrmwaxed cashmere cloak of fog (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-35 (-10 eff.)) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +8 (+4 eff.) (+5 (+2 eff.)) Fatigue: +0% (+24%) Changes resistances: +7% acid / +13% light / +7% lightning / +0%(-20%) blight / +20% fire / +0%(-20%) nature / +7% cold Changes damage: +0%(-18%) blight / +0%(-12%) physical Reduces incoming crit damage: 0.00% (-15.00%) Stealth bonus: +7 Life regen: +0.00 (-2.90) Maximum life: +0.00 (-96.00) Maximum stamina: +0.00 (-40.00) Healing mod.: +0% (-23%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] Evermoss Robe (12 def, 0 armour)Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-50) Armour Hardiness: +0% (-15%) Defense: +12 (+5 eff.) Fatigue: +0% (-35%) Damage when hit (Melee): 35 nature slow Changes stats: +0(-15) Con / +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) (-30 (-7 eff.)) Knockback immunity: +0% (-100%) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] Spider-Silk Robe of Spydrë (10 def, 15 armour)Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-35) Armour Hardiness: +30% (+15%) Defense: +10 (+4 eff.) Fatigue: +0% (-35%) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5(-10) Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) (-35 (-9 eff.)) Spell save: +10 (+3 eff.) Knockback immunity: +0% (-100%) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. wanderer's pair of drakeskin leather boots of evasion (19 def, 5 armour) (On feet)] Cinderfeet (3 def, 5 armour)Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 (-) Defense: +3 (+2 eff.) (-16 (-8 eff.)) Fatigue: +6% (+1%) Changes stats: +4 Mag / +4(+1) Cun / +0(-3) Con Changes resistances: +20% cold Changes damage: +18% fire Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 55 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Crown of Burning Pain (11 def, 0 armour)Crown of Burning Pain (11 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-9) Defense: +11 (+5 eff.) (+6 (+3 eff.)) Fatigue: +4% (-6%) Changes stats: +0(-5) Str / +5 Wil / +5 Cun / +0(-5) Con / +0(+4) Lck Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 123.49 fire and 151.45 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Crown of Eternal Night (0 def, 3 armour)Crown of Eternal Night (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 (-6) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +3% (-7%) Changes stats: +0(-5) Str / +0(+4) Lck / +0(-5) Con Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Crown of the Elements (0 def, 5 armour)Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-4) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +5% (-5%) Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +0(-5) Str / +3 Wil / +5(-) Con / +0(+4) Lck Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Faluntir (0 def, 10 armour)Faluntir (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +6 (+2 eff.) Armour: +10 (+1) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +5% (-5%) Changes stats: +4(-1) Str / +0(+4) Lck / +0(-5) Con Physical save: +6 (+2 eff.) Infravision radius: +4 A cap made of leather. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] Zubithra (3 def, 0 armour)Zubithra (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-9) Defense: +3 (+2 eff.) (-2 (-1 eff.)) Fatigue: +0% (-10%) Damage when hit (Melee): 4 temporal Changes stats: +0(-5) Str / +1 Mag / +6(+1) Con / +0(+4) Lck Changes resistances: +24% darkness Changes resistances penetration: +10% temporal Changes damage: +11% arcane / +16% darkness Grants telepathy: Dragon Psi each turn: +0.26 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] mindwoven elven-silk wizard hat of blight (+18%) (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven elven-silk wizard hat of blight (+18%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-9) Defense: +3 (+2 eff.) (-2 (-1 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +0(+4) Lck / +0(-5) Con Changes resistances: +18% blight Changes damage: +18% blight Psi each turn: +0.29 Mindpower: +6 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] stabilizing voratun helm of knowledge (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. stabilizing voratun helm of knowledge (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-4) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +5 Wil / +4 Cun / +0(-5) Con / +0(+4) Lck Physical save: +20 (+5 eff.) Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)] thaloren voratun helm of ire (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. thaloren voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-4) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +5% (-5%) Changes stats: +4(-1) Str / +5 Wil / +6(+1) Con / +0(+4) Lck Changes resistances: +10% blight Physical save: +13 (+3 eff.) Mental save: +20 (+8 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 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 5, lowering their Defense by 14 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. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] Molten Skin (15 def, 12 armour)Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 (-38) Armour Hardiness: +0% (-15%) Defense: +15 (+6 eff.) Fatigue: +0% (-35%) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Mag / +6 Cun / +0(-15) Con Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Physical save: +0 (+0 eff.) (-45 (-11 eff.)) Knockback immunity: +0% (-100%) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 129.29 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] The Untouchable (14 def, 12 armour)The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 (-38) Armour Hardiness: +0% (-15%) Defense: +14 (+5 eff.) Fatigue: +0% (-35%) Changes stats: +8 Cun / +0(-15) Con Physical save: +0 (+0 eff.) (-45 (-11 eff.)) Knockback immunity: +0% (-100%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] Cuirass of the Dark Lord (0 def, 30 armour)Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 (-20) Armour Hardiness: +0% (-15%) Fatigue: +25% (-10%) Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10(-5) Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) (-30 (-7 eff.)) Knockback immunity: +0% (-100%) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 260.32 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
[vs. Tarrasca (0 def, 50 armour) (Main armor)] searing mummy wrappings of Eyal (5 def, 2 armour)searing mummy wrappings of Eyal (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 (-48) Armour Hardiness: +0% (-15%) Defense: +5 (+2 eff.) Fatigue: +2% (-33%) Damage (Melee): 13 acid / 12 fire Damage when hit (Melee): 10 acid / 11 fire Changes stats: +0(-15) Con Changes resistances: +17% acid / -3% fire Physical save: +0 (+0 eff.) (-45 (-11 eff.)) Knockback immunity: +0% (-100%) Life regen: +1.50 Maximum life: +52.00 Healing mod.: +19% Decaying mummy wrappings. |
[vs. Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) (In off hand)] Black Mesh (8 def, 2 armour, 26.5-31.8 power, 105 block)Black Mesh (8 def, 2 armour, 26.5-31.8 power, 105 block) Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8(-30.5 - -36.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% (-2.0%) Block value: +105 (-130) On weapon hit: - releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 0%(-50%) darkness When wielded/worn: Armour: +2 (-16) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+3 eff.) (-4 (-1 eff.)) Fatigue: +12% (-13%) Damage when hit (Melee): 0(-24) darkness / 0(-24) fire Changes resistances: +15% blight / +0%(-35%) fire / +30%(+10%) darkness Talents granted: +3(+-2) Block Stamina each turn: +2.00 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
[vs. Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) (In off hand)] Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6(+1.0 - +1.2) Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% (-2.5%) Block value: +220 (-15) On weapon hit: - releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 0%(-50%) darkness When wielded/worn: Armour: +9 (-9) Defense: +16 (+7 eff.) (+8 (+3 eff.)) Ranged Defense: +15 (+6 eff.) (+3 (+1 eff.)) Fatigue: +20% (-5%) Damage when hit (Melee): 0(-24) darkness / 17(-7) fire Changes resistances: +0%(-20%) darkness / +35%(-) fire Talents granted: +5.00(-) Block Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
[vs. Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) (In off hand)] The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4(-5.0 - -6.0) Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% (-2.5%) Block value: +200 (-35) On weapon hit: - releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 0%(-50%) darkness When wielded/worn: Armour: +9 (-9) Defense: +12 (+6 eff.) (+4 (+2 eff.)) Ranged Defense: +15 (+6 eff.) (+3 (+1 eff.)) Fatigue: +28% (+3%) Damage when hit (Melee): 10(-14) darkness / 0(-24) fire Changes resistances: +0%(-35%) fire / +0%(-20%) darkness / +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talents granted: +5.00(-) Block Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
[vs. Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) (In off hand)] impervious stralite shield of radiance (10 def, 8 armour, 53.5-64.2 power, 202.5 block)impervious stralite shield of radiance (10 def, 8 armour, 53.5-64.2 power, 202.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2(-3.5 - -4.2) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% (-2.5%) Block value: +202 (-32) On weapon hit: - releases a burst of dark fire, dealing damage equal to your magic stat Damage (Melee): +18 light Damage conversion: 0%(-50%) darkness When wielded/worn: Armour: +8 (-10) Defense: +10 (+5 eff.) (+2 (+1 eff.)) Ranged Defense: +10 (+4 eff.) (-2 (-1 eff.)) Fatigue: +14% (-11%) Effects when hit in melee: * 20% chance to blind Damage when hit (Melee): 0(-24) darkness / 0(-24) fire Changes stats: +9 Con / +3 Mag Changes resistances: +0%(-35%) fire / +14% light / +0%(-20%) darkness Talents granted: +4(+-1) Block Physical save: +9 (+2 eff.) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Handheld deflection devices. |
5 agate 5 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. |
459 alchemist agate 459 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. |
11 onyx 11 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. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne Azurite 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% Air currents swirl around this bright blue jewel. |
13 aquamarine 13 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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. |
19 sapphire 19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Skyjustice (dig speed 19 turns)Skyjustice (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Fatigue: -8% Changes stats: +15 Str / +3 Con Changes resistances: +6% lightning / +9% cold / +3% nature / +5% arcane Spell save: +6 (+2 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)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 Ungolë 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 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
13 emerald 13 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. |
13 jade 13 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. |
14 spinel 14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 turquoise 16 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. |
[vs. Summertide Phial (Light source)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 (+2) Healing mod.: +0% (-10%) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 29.41 cold damage and 33.24 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
[vs. Summertide Phial (Light source)] Spectral CageSpectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +0%(-30%) light / +20% cold Changes resistances penetration: +10% cold Changes damage: +0%(-10%) light / +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 (+1) Healing mod.: +0% (-10%) It can be used to release a will o' the wisp that will explode against your foes for 334 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 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) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye 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. |
Runed 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 (+2 eff.) Dull red runes are etched all over this blackened skull. |
56 alchemist bloodstone 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. |
10 bloodstone 10 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. |
7 fire opal 7 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 garnet 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. |
8 ruby 8 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] The JoltThe Jolt Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. This item has been sent to the Item's Vault. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow 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 (+7 eff.) Mindpower: +8 (+4 eff.) It can be used to call forth an immobile antimagic pillar for 15 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.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Tree of LifeTree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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 (+4 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, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
17 amethyst 17 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. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)] Lightbringer's WandLightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 118 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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. |
10 quartz 10 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. |
11 amber 11 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. |
8 ametrine 8 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. |
9 citrine 9 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. |
9 zircon 9 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
Found the mysterious staff and told Last Hope about it.By Knight Solaire the Shalore Sun Paladin level 28
6th Haze 123rd year of Ascendancy at 14:29 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Knight Solaire the Shalore Sun Paladin level 41
77th Haze 124th year of Ascendancy at 15:42 see stats
Against all odds
Killed Ukruk in the ambush.By Knight Solaire the Shalore Sun Paladin level 26
36th Dusk 123rd year of Ascendancy at 06:58 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Knight Solaire the Shalore Sun Paladin level 41
56th Haze 124th year of Ascendancy at 23:38 see stats
Arachnophobia
Destroyed the spydric menace.By Knight Solaire the Shalore Sun Paladin level 31
33rd Haze 123rd year of Ascendancy at 08:27 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Knight Solaire the Shalore Sun Paladin level 32
9th Allure 124th year of Ascendancy at 14:56 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Knight Solaire the Shalore Sun Paladin level 34
55th Regrowth 124th year of Ascendancy at 03:46 see stats
Brave new world
Went to the Far East and took part in the war.By Knight Solaire the Shalore Sun Paladin level 41
59th Haze 124th year of Ascendancy at 03:14 see stats
Clone War
Destroyed your own Shade.By Knight Solaire the Shalore Sun Paladin level 40
2nd Haze 124th year of Ascendancy at 21:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Knight Solaire the Shalore Sun Paladin level 12
33rd Dusk 122nd year of Ascendancy at 19:48 see stats
Destroyer of the creation
Killed Slasul.By Knight Solaire the Shalore Sun Paladin level 38
71st Pyre 124th year of Ascendancy at 14:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Knight Solaire the Shalore Sun Paladin level 29
25th Haze 123rd year of Ascendancy at 06:52 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Knight Solaire the Shalore Sun Paladin level 41
78th Haze 124th year of Ascendancy at 11:09 see stats
Exterminator
Killed 1000 creatures.By Knight Solaire the Shalore Sun Paladin level 17
49th Haze 122nd year of Ascendancy at 09:36 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Knight Solaire the Shalore Sun Paladin level 27
48th Dusk 123rd year of Ascendancy at 13:10 see stats
Fear me not!
Survived the Fearscape!By Knight Solaire the Shalore Sun Paladin level 40
40th Haze 124th year of Ascendancy at 04:22 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Knight Solaire the Shalore Sun Paladin level 45
48th Regrowth 125th year of Ascendancy at 05:29 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Knight Solaire the Shalore Sun Paladin level 38
71st Pyre 124th year of Ascendancy at 19:00 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Knight Solaire the Shalore Sun Paladin level 46
70th Regrowth 125th year of Ascendancy at 22:39 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Knight Solaire the Shalore Sun Paladin level 39
23rd Dusk 124th year of Ascendancy at 20:44 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Knight Solaire the Shalore Sun Paladin level 28
65th Dusk 123rd year of Ascendancy at 10:13 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Knight Solaire the Shalore Sun Paladin level 46
69th Regrowth 125th year of Ascendancy at 06:06 see stats
Level 10
Got a character to level 10.By Knight Solaire the Shalore Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 18:15 see stats
Level 20
Got a character to level 20.By Knight Solaire the Shalore Sun Paladin level 20
13rd Regrowth 123rd year of Ascendancy at 18:40 see stats
Level 30
Got a character to level 30.By Knight Solaire the Shalore Sun Paladin level 30
25th Haze 123rd year of Ascendancy at 06:52 see stats
Level 40
Got a character to level 40.By Knight Solaire the Shalore Sun Paladin level 40
53rd Dusk 124th year of Ascendancy at 04:53 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Knight Solaire the Shalore Sun Paladin level 3
78th Pyre 122nd year of Ascendancy at 01:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By Knight Solaire the Shalore Sun Paladin level 45
16th Regrowth 125th year of Ascendancy at 09:35 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Knight Solaire the Shalore Sun Paladin level 46
72nd Regrowth 125th year of Ascendancy at 23:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Knight Solaire the Shalore Sun Paladin level 7
10th Mirth 122nd year of Ascendancy at 03:10 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Knight Solaire the Shalore Sun Paladin level 27
40th Dusk 123rd year of Ascendancy at 14:45 see stats
Size matters
Did over 600 damage in one attack.By Knight Solaire the Shalore Sun Paladin level 28
73rd Dusk 123rd year of Ascendancy at 11:15 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Knight Solaire the Shalore Sun Paladin level 30
25th Haze 123rd year of Ascendancy at 09:47 see stats
The Arena
Unlocked Arena mode.By Knight Solaire the Shalore Sun Paladin level 12
41st Dusk 122nd year of Ascendancy at 13:46 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Knight Solaire the Shalore Sun Paladin level 45
16th Regrowth 125th year of Ascendancy at 11:45 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Knight Solaire the Shalore Sun Paladin level 15
70th Dusk 122nd year of Ascendancy at 03:01 see stats
The secret city
Discovered the truth about mages.By Knight Solaire the Shalore Sun Paladin level 20
3rd Mirth 123rd year of Ascendancy at 22:41 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Knight Solaire the Shalore Sun Paladin level 32
39th Regrowth 124th year of Ascendancy at 08:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Knight Solaire the Shalore Sun Paladin level 15
69th Dusk 122nd year of Ascendancy at 14:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Knight Solaire the Shalore Sun Paladin level 27
50th Dusk 123rd year of Ascendancy at 14:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Knight Solaire the Shalore Sun Paladin level 18
52nd Haze 122nd year of Ascendancy at 08:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Knight Solaire the Shalore Sun Paladin level 24
35th Dusk 123rd year of Ascendancy at 11:09 see stats
Log
Elandar casts Lightning.
Elandar's spell attains critical power!
Knight Solaire deactivates Retribution.
Knight Solaire unleashes the stored damage in retribution!
Your shield crumbles under the damage!
The shield around Knight Solaire crumbles.
Knight Solaire hits Umber hulk for 231 light, 200 darkness (431 total damage).
Elandar hits Knight Solaire for (271 absorbed), (327 absorbed), 150 lightning (150 total damage).
Knight Solaire receives 23 healing from Shield of Light.
Knight Solaire's solar fury subsides.
Umber hulk is dazed!
Knight Solaire receives 23 healing from Shield of Light.
Burning from Elandar hits Knight Solaire for 66 fire damage.
Knight Solaire hits Umber hulk for 14 light, 13 darkness (27 total damage).
Elandar casts Strike.
Knight Solaire casts Path of the Sun.
Knight Solaire casts Healing Light.
Knight Solaire receives 568 healing.
Umber hulk is not dazed anymore.
Burning Shock from Elandar hits Umber hulk for 36 fire damage.
Knight Solaire hits Umber hulk for 21 light, 18 darkness, 31 light, 26 darkness, 2 light, 2 darkness, 15 light, 13 darkness (128 total damage).
Knight Solaire receives 23 healing from Shield of Light.
Burning from Elandar hits Knight Solaire for 66 fire damage.
Knight Solaire hits Umber hulk for 14 light, 13 darkness (27 total damage).
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar hits Knight Solaire for 454 arcane damage.
Knight Solaire receives 23 healing from Shield of Light.
Saving game...
