
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Constitution Viability Buff Addon 1.4.6Constitution now grants: Items Vault 1.4.8Donators/Buyers bonus! Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 1094% |
| Size | medium |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 3 on the 76th Pyre 122nd year of Ascendancy at 21:22 0 / 10Killed by Weirdling Beast at level 13 on the 71st Dusk 122nd year of Ascendancy at 21:20 Killed by Mayeba the ogre guard at level 32 on the 20th Regrowth 123rd year of Ascendancy at 10:16 Killed by Siloribeth the elven cultist at level 32 on the 20th Regrowth 123rd year of Ascendancy at 11:22 Killed by Emabeth the elven warrior at level 32 on the 20th Regrowth 123rd year of Ascendancy at 12:43 Killed by Aremithra the void horror at level 50 on the 22nd Dusk 123rd year of Ascendancy at 17:54 Killed by Xeroda the orc warrior at level 50 on the 38th Dusk 123rd year of Ascendancy at 20:53 Killed by Silyriwyn the orc mage-hunter at level 50 on the 60th Dusk 123rd year of Ascendancy at 20:26 Killed by Cyrana the orc blood mage at level 50 on the 60th Dusk 123rd year of Ascendancy at 20:38 Killed by Cyrana the orc blood mage at level 50 on the 60th Dusk 123rd year of Ascendancy at 20:47 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 79 (base 60) |
| Constitution | 100 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 61 (base 39) |
| Cunning | 71 (base 60) |
Resources
| Life | -194/2111 |
| Mana | 614/649 |
| Stamina | 452/470 |
| Hate | 100/100 |
| Healing Factor | 2.4600000000001 |
| Regeneration | 52.378993990825 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +271.67242149359% |
| Spell | 0% |
| Global | +94.117647058824% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Barehand
| Damage | 141 |
| Accuracy | 62 |
| Crit Chance | 63% |
| APR | 53 |
| Speed | 0.40 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +22% |
Defense: Base
| Armour (hardiness) | 58.82 (75.402298850575%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 19.181573275862 |
| Physical Save | 65 |
| Spell Save | 40 |
| Mental Save | 49 |
Defense: Resistances
| All | -26%( 70%) |
Defense: Immunities
| Teleport Resistance | 50% |
| Stun Resistance | 90% |
| Bleed Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 453.42 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 633 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 297.43 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 75. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 632 damage for 7 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 179.03 to 537.09 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | Has a 31% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.3 throws remaining) Grappling Defensively |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 25% and slowing it by -6% Overwhelming Fear |
| detrimental effect | The gloom has confused the target, making it act randomly (10% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is cursed, reducing all resistances by 41%. Curse of Vulnerability |
| detrimental effect | The target is disabled, reducing movement speed by 53% and accuracy by 49. Disable |
| detrimental effect | The target is on fire, taking 68.27 fire damage per turn, reducing damage by 70%, and putting random talents on cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 81/81 damage shrugged off this turn) Rampaging |
| detrimental effect | Damage reduced by 47%. To The Arms |
| detrimental effect | The target is on fire, taking 128.46 fire damage per turn. Burning |
| beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
| detrimental effect | Being stalked. Stalked |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 22%. Strength and Willpower are increased by 7. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Belerinne the slimy ooze. Escort: lost tinker (level 1 of Daikara) | failed |
You failed to protect the lost tinker from death by Layoda the lesser vampire. Escort: lost tinker (level 1 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Aremithra the void horror. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost tinker from death by Xerugathra the skeleton assassin. Escort: lost tinker (level 2 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Ivabeth the multi-hued drake. Escort: lost tinker (level 4 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Izabrue the thaurhereg. Escort: lost tinker (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2878. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
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. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| On hands | drakeskin leather gloves 'Lisanor' (0 def, 3 armour) =God Tier= drakeskin leather gloves 'Lisanor' (0 def, 3 armour) =God Tier=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 13 mind Damage when hit (Melee): 12 mind Changes resistances: +17% mind Changes damage: +11% mind Critical mult.: +15.00% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Spell crit. chance: +19% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 167% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 mind Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Bloombringer the voratun helm (0 def, 5 armour) Bloombringer the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 darkness Changes stats: +10 Str / +4 Wil / +4 Con Changes resistances: +10% physical / +20% light / +16% darkness Changes resistances penetration: +10% nature / +10% darkness Changes damage: +9% nature Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ce'Nildariaba (dig speed 9 turns) =Uber= Ce'Nildariaba (dig speed 9 turns) =Uber=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Fatigue: -8% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Cun / +14 Str Changes damage: +12% mind / +15% fire Critical mult.: +20.00% Mental save: +12 (+4 eff.) 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. |
| On fingers | Relgekath the Glittersquall =Current Ring= Relgekath the Glittersquall =Current Ring=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Physical power: +14 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +8 Str / +6 Wil / +5 Cun / +10 Con Changes resistances: +9% light Grants telepathy: Demon/Minor Demon/Major Mindpower: +10 (+3 eff.) 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. |
| Around neck | vitalizing gold amulet of teleportation vitalizing gold amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +5 (+1 eff.) Teleport immunity: +50% Life regen: +1.70 Maximum life: +37.00 It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| Main armor | voratun mail armour 'Pitchraider' (5 def, 18 armour) =Asshole Raider= voratun mail armour 'Pitchraider' (5 def, 18 armour) =Asshole Raider=Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +10% acid / +12% physical / +3% light / +10% fire / +35% cold / +11% lightning Physical save: +25 (+6 eff.) Life regen: +2.20 Stamina each turn: +0.60 Maximum life: +90.00 Healing mod.: +50% A suit of armour made of mail. |
| Light source | alchemist's lamp 'Belassra' alchemist's lamp 'Belassra'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Wil Changes resistances: +3% lightning / +3% blight / +9% cold / +3% nature / +6% fire Critical mult.: +13.00% Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Xanossra (2 def, 8 armour) =Heal Mod= Xanossra (2 def, 8 armour) =Heal Mod=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes resistances: +27% blight / +11% cold / +26% nature Critical mult.: +6.00% Life regen: +3.50 Only die when reaching: -40.00 life Maximum stamina: +5.00 Healing mod.: +51% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Kundil' =Epic Belt= hardened leather belt 'Kundil' =Epic Belt=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.) Armour: +4 Damage when hit (Melee): 4 arcane Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +6% cold Changes resistances penetration: +10% arcane / +8% physical Changes damage: +10% physical Critical mult.: +10.00% Trap disarming bonus: +12 Stealth bonus: +7 Spell save: +25 (+8 eff.) Cut immunity: +10% Infravision radius: +4 A belt that goes around your waist. |
Inventory
Rune of the Rift (394.00 temporal damage, removed from time 4 turns) Rune of the Rift (394.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 482.26 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. |
acid wave rune of the wizard (160 acid damage; dur 5; apply 28) acid wave rune of the wizard (160 acid damage; dur 5; apply 28)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 160.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 28. The surge of natural acids will remove one detrimental magical effect from you. 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. |
teleportation rune of the sneak (range 159) teleportation rune of the sneak (range 159)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 159 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 143) teleportation rune of the titan (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: 15 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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. |
Durigarig DurigarigInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +12 (+4 eff.) Fatigue: -15% Changes stats: +5 Str / +11 Dex / +9 Cun / +8 Con / +15 Lck Life regen: +4.30 Stamina each turn: +1.10 Light radius: +2 Infravision radius: +2 Movement speed: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+7 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gydatta GydattaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: -7% Changes stats: +3 Cun Changes resistances: +3% fire / +3% cold Changes resistances cap: +4% all Physical save: +33 (+8 eff.) Spell save: +19 (+6 eff.) Mental save: +13 (+4 eff.) Life regen: +1.80 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Islunn the stralite amulet Islunn the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +2 Changes stats: +8 Str / +8 Dex / +11 Wil Changes resistances: +12% fire Changes resistances penetration: +5% blight Mental save: +9 (+3 eff.) Cut immunity: +70% Confusion immunity: +15% Mindpower: +11 (+3 eff.) Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Silothra SilothraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -15% Changes stats: +15 Dex / +5 Mag / +17 Cun / +17 Con Changes resistances: +3% blight / +6% temporal Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Life regen: +2.30 Stamina each turn: +2.00 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -20.00 life Maximum mana: +40.00 Mental crit. chance: +1% Movement speed: +20% Amulets can have magical properties. |
Singeraptor SingeraptorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +9 Dex / +13 Cun / +12 Con Changes resistances: +9% temporal Changes damage: +6% fire / +12% temporal Physical save: +16 (+4 eff.) Life regen: +4.00 Stamina each turn: +1.20 Maximum life: +75.00 Movement speed: +10% Amulets can have magical properties. |
Sootwire the steel amulet Sootwire the steel amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +14% blight / +14% fire / +13% nature / +16% cold Changes damage: +12% darkness Physical save: +12 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+4 eff.) Poison immunity: +28% Disease immunity: +23% Light radius: +3 Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ulfirek UlfirekInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +2 Fatigue: -8% Changes resistances: +22% light / +20% cold / +21% fire / +5% arcane / +25% darkness Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Blindness immunity: +24% Life regen: +2.80 Defense after a teleport: +15 Resist all after a teleport: +8% New effects duration reduction after a teleport: +25% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet 'Barutosta' stralite amulet 'Barutosta'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances: +12% acid / +5% arcane Changes resistances cap: +5% all Changes damage: +9% arcane Physical save: +22 (+5 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +18% Mana each turn: +0.49 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 Mindpower: +12 (+4 eff.) Amulets can have magical properties. |
voratun amulet 'Chamystir' voratun amulet 'Chamystir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Changes resistances: +30% fire / +6% light / +26% cold Changes resistances cap: +6% all Physical save: +48 (+12 eff.) Spell save: +21 (+7 eff.) Mental save: +43 (+13 eff.) Poison immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
voratun amulet 'Shimmerglean' voratun amulet 'Shimmerglean'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Physical power: +10 (+2 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 40% chance to daze Changes stats: +17 Lck Changes resistances: +6% lightning / +24% light / +15% darkness Changes damage: +6% lightning / +8% physical / +12% nature Blindness immunity: +40% Combat speed: +10% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Glowspire the stralite ring Glowspire the stralite ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +28% lightning / +14% mind / +15% light Changes damage: +14% lightning / +14% mind / +3% light Life regen: +0.50 Maximum life: +55.00 Healing mod.: +15% Rings can have magical properties. |
Searrune SearruneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 16 fire Changes stats: +8 Cun Changes resistances: +6% mind Changes damage: +6% fire Critical mult.: +6.00% Maximum encumbrance: +40 Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +90.00 Maximum stamina: +15.00 Maximum hate: +15.00 Healing mod.: +23% 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. |
Stoketorrent the steel ring Stoketorrent the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% acid / +3% darkness / +31% cold / +11% mind / +3% fire Changes damage: +11% mind / +11% cold Spell save: +10 (+3 eff.) Maximum stamina: +14.00 Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Velinne the stralite ring Velinne the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Dex / +17 Mag / +5 Wil / +9 Cun Changes damage: +9% arcane Spellpower: +19 (+14 eff.) See invisible: +3 Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con / +2 Mag Changes resistances: +36% lightning / +36% fire / +6% light Changes resistances penetration: +5% light Changes damage: +18% lightning / +18% fire Grants telepathy: Dragon Humanoid/Orc Spell save: +18 (+6 eff.) Maximum stamina: +29.00 Infravision radius: +1 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Aerina' gold ring 'Aerina'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +9 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Life regen: +1.00 Maximum life: +43.00 Spellpower: +8 (+8 eff.) Mindpower: +9 (+3 eff.) Healing mod.: +16% Rings can have magical properties. |
gold ring 'Xanivea' gold ring 'Xanivea'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+1 eff.) Changes stats: +4 Cun / +4 Mag Changes resistances: +24% nature Changes damage: +12% nature / +5% all Critical mult.: +10.00% Maximum encumbrance: +10 Spell save: +3 (+1 eff.) Spellpower: +18 (+14 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
steel ring 'Spideroozer' steel ring 'Spideroozer'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Changes stats: +4 Cun Changes resistances: +13% nature / +7% blight Changes damage: +3% temporal Poison immunity: +14% Disease immunity: +13% Life regen: +0.90 Maximum life: +40.00 Healing mod.: +13% Rings can have magical properties. |
Flarewell (39-50.7 power, 9 apr) Flarewell (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Temporal Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +12 fire When wielded/worn: Armour penetration: +12 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 fire / 8 temporal Changes resistances: +6% fire Changes resistances penetration: +12% acid / +10% physical / +14% fire / +14% cold / +10% lightning Changes damage: +9% physical Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
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 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% 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. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +1% all Changes damage: +1% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Higas (62-99.2 power, 4 apr) =The New God= Higas (62-99.2 power, 4 apr) =The New God=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 nature / +20 temporal Burst (radius 1) on hit: +4 acid When wielded/worn: Armour penetration: +40 Physical crit. chance: +35.0% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 acid Changes resistances: +9% temporal Critical mult.: +50.00% Massive two-handed swords. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Spellblade (50-70 power, 2 apr) Spellblade (50-70 power, 2 apr)Requires: - Strength 28 - Magic 28 - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Mag Changes damage: +18% physical / +18% light / +18% fire Spellpower: +20 (+15 eff.) Spell crit. chance: +9% Light radius: +1 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+8 eff.) Maximum psi: +20.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (275 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Ce'Nyressra the living mindstar (16.5-18.15 power, 40 apr, nature damage) Ce'Nyressra the living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Changes resistances: +10% blight / +9% mind / +3% darkness / +3% lightning Changes damage: +8% nature / +6% arcane Disease immunity: +20% Cut immunity: +20% Pinning immunity: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +50% Heals friendly targets nearby when you use a nature summon: +99 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 53.86 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 137.11 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
elven-wood starstaff 'Cinderrupture' (25-30 power, 5 apr, light element) elven-wood starstaff 'Cinderrupture' (25-30 power, 5 apr, light element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +30.0% Physical power: +16 (+3 eff.) Changes resistances: +6% blight / +6% nature / +6% darkness / +9% acid Changes damage: +25% light / +9% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +27 (+18 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Xonne the voratun waraxe (39-54.6 power, 6 apr) Xonne the voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +25 Physical crit. chance: +30.0% Changes resistances: +6% blight Critical mult.: +40.00% Physical save: +9 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Poison immunity: +5% Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% One-handed war axes. |
Beluma the drakeskin leather belt Beluma the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 16 mind Changes stats: +11 Wil / +11 Mag Changes resistances: +6% mind Maximum vim: +50.00 Spell crit. chance: +12% It can be used to create a temporary shield that absorbs 242 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Brenegontir BrenegontirPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +2 Mag Changes resistances: +3% temporal Changes damage: +6% mind Spell save: +3 (+1 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Mana each turn: +0.13 Maximum life: +60.00 Maximum mana: +77.00 Maximum stamina: +34.00 Maximum hate: +12.00 Maximum psi: +21.00 Maximum vim: +27.00 Maximum pos.energy: +22.00 Maximum neg.energy: +29.00 Spellpower: +4 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 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 35% chance to completely evade them and granting you 37 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Galepanic the drakeskin leather belt =Uber= Galepanic the drakeskin leather belt =Uber=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +5 Wil / +4 Cun Changes resistances: +6% blight Changes resistances penetration: +5% lightning Spell save: +24 (+8 eff.) Mental save: +13 (+4 eff.) Maximum life: +87.00 Mental crit. chance: +8% Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Goyaremina the Moldlord Goyaremina the MoldlordCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+2 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +15% cold / +15% fire Changes resistances penetration: +10% mind Changes damage: +12% nature Critical mult.: +13.00% Maximum encumbrance: +10 Spell save: +15 (+5 eff.) Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. |
Malokhad the hardened leather belt Malokhad the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +20% temporal Changes damage: +9% arcane Physical save: +23 (+6 eff.) Maximum life: +91.00 Maximum mana: +48.00 Maximum stamina: +40.00 Maximum hate: +13.00 Maximum psi: +25.00 Maximum vim: +27.00 Maximum pos.energy: +24.00 Maximum neg.energy: +26.00 Mindpower: +5 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 125, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt 'Aircast' drakeskin leather belt 'Aircast'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +21% lightning / +11% temporal / +7% cold / +8% acid / +6% fire Changes damage: +12% arcane Spellpower on spell critical (stacks up to 3 times): +4 Mental crit. chance: +11% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
drakeskin leather belt 'Brightcast' drakeskin leather belt 'Brightcast'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 fire / 4 physical Changes resistances: +9% acid / +2% physical / +9% cold / +7% lightning / +17% fire Critical mult.: +12.00% Life regen: +0.60 Maximum life: +70.00 A belt that goes around your waist. |
drakeskin leather belt 'Chametar' drakeskin leather belt 'Chametar'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +10 Dex / +1 Wil / +6 Cun Changes resistances: +9% acid / +9% fire / +9% cold / +9% lightning Critical mult.: +5.00% Physical save: +15 (+4 eff.) Vim when firing critical spell: +1.00 Maximum stamina: +15.00 Spell crit. chance: +1% Mindpower: +9 (+3 eff.) Mental crit. chance: +9% A belt that goes around your waist. |
Cloak of Deception =Mandatory= Cloak of Deception =Mandatory=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Phlegmgash the elven-silk cloak (3 def, 0 armour) Phlegmgash the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 darkness Changes resistances: +9% acid / +3% darkness / +8% fire / +36% blight / +9% cold / +29% nature / +9% lightning Changes damage: +12% nature Life regen: +4.60 Healing mod.: +44% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +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.) Life regen: +0.20 Mindpower: +12 (+4 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. |
Polamina the pair of drakeskin leather boots (0 def, 15 armour) Polamina the pair of drakeskin leather boots (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +6 Str / +3 Mag / +7 Con Changes resistances: +26% lightning / +12% temporal / +6% blight / +11% fire / +14% acid / +13% cold Changes damage: +9% blight / +9% physical Spell crit. chance: +1% Damage Shield penetration: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Deleruilathadas (0 def, 3 armour) Deleruilathadas (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +3 Damage when hit (Melee): 12 mind / 8 temporal Changes damage: +6% temporal Critical mult.: +11.00% Life regen: +2.80 Stamina each turn: +1.40 Mana each turn: +0.27 Maximum stamina: +20.00 Spellpower: +16 (+13 eff.) Spell crit. chance: +20% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to cause random gloom Damage (Melee): +8 temporal / +17 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 53.03 fire damage and 47.24 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 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 57.72 fire and 71.16 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. |
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 (+1 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. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Gorewolf (6 def, 13 armour) Gorewolf (6 def, 13 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Effects on melee hit: * 40 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +7 Str / +8 Dex Changes resistances: +15% blight / +6% fire / +12% nature / +5% all Reduces incoming crit damage: 5.00% Physical save: +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 21.16 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Sunknight the voratun mail armour (5 def, 10 armour) Sunknight the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +8% physical Changes resistances penetration: +10% light Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+6 eff.) Mental save: +20 (+6 eff.) Life regen: +3.70 Maximum life: +146.00 Mental crit. chance: +2% Light radius: +2 Healing mod.: +60% A suit of armour made of mail. |
Anagadan the Heatrip (18 def, 18 armour) Anagadan the Heatrip (18 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+6 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 10 fire Damage (Ranged): 9 fire Damage when hit (Melee): 12 fire Changes stats: +4 Dex Changes resistances: +32% physical / +34% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Physical save: +21 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+10 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 75.63 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Tugohek (23 def, 11 armour) Tugohek (23 def, 11 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +23 (+7 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Cun Physical save: +20 (+5 eff.) Mental save: +23 (+7 eff.) Poison immunity: +15% Silence immunity: +5% Life regen: +23.40 Maximum mana: +80.00 Healing mod.: +51% A suit of armour made of leather. |
Shieldsmaiden (5 def, 20 armour, 150 block) Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block 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." |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Quiver of the Sun (22/25, 34-47.6 power, 15 apr) Quiver of the Sun (22/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (17/18, 62-86.8 power, 20 apr) The Titan's Quiver (17/18, 62-86.8 power, 20 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
463 alchemist agate 463 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. |
3 onyx 3 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. |
10 aquamarine 10 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Halaruigrim the voratun pickaxe (dig speed 22 turns) Halaruigrim the voratun pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -12% Changes stats: +10 Str / +9 Con Reduces incoming crit damage: 15.00% Life regen: +0.60 Maximum life: +10.00 Maximum stamina: +10.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 36/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 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. |
Elenurek ElenurekInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +4 Changes stats: +6 Wil / +5 Con Changes resistances: +3% temporal / +6% mind / +12% blight / +3% cold / +5% arcane / +3% all Critical mult.: +19.00% Spell save: +11 (+4 eff.) Teleport immunity: +10% Life regen: +3.70 Light radius: +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Glussra GlussraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+2 eff.) Changes stats: +8 Wil Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +18.00% Mental save: +11 (+3 eff.) Maximum life: +69.00 Maximum hate: +8.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +10% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heatmaim the dwarven lantern Heatmaim the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Cun Changes resistances: +15% blight / +6% temporal / +28% darkness Changes resistances penetration: +12% all / +10% fire Changes damage: +9% light Damage affinity(heal): +5% light Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Spellpower: +5 (+5 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +6 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 11.45 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+10 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 garnet 3 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 439.68 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (0/1) Rod of Recall (0/1)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 119/400. 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. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
2 amber 2 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. |
15 citrine 15 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. |
14 zircon 14 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Spooky the Skeleton Brawler level 50
20th Dusk 123rd year of Ascendancy at 05:43 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Spooky the Skeleton Brawler level 50
77th Pyre 123rd year of Ascendancy at 19:34 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Spooky the Skeleton Brawler level 50
44th Dusk 123rd year of Ascendancy at 08:31 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Spooky the Skeleton Brawler level 50
33rd Dusk 123rd year of Ascendancy at 13:51 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Spooky the Skeleton Brawler level 14
31st Haze 122nd year of Ascendancy at 21:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Spooky the Skeleton Brawler level 11
22nd Dusk 122nd year of Ascendancy at 23:31 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Spooky the Skeleton Brawler level 50
27th Dusk 123rd year of Ascendancy at 18:07 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Spooky the Skeleton Brawler level 33
68th Regrowth 123rd year of Ascendancy at 11:49 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Spooky the Skeleton Brawler level 35
13rd Pyre 123rd year of Ascendancy at 23:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Spooky the Skeleton Brawler level 19
80th Haze 122nd year of Ascendancy at 04:48 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Spooky the Skeleton Brawler level 34
71st Regrowth 123rd year of Ascendancy at 14:40 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Spooky the Skeleton Brawler level 18
76th Haze 122nd year of Ascendancy at 09:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Spooky the Skeleton Brawler level 28
8th Regrowth 123rd year of Ascendancy at 20:51 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Spooky the Skeleton Brawler level 50
45th Dusk 123rd year of Ascendancy at 10:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Spooky the Skeleton Brawler level 10
9th Flare 122nd year of Ascendancy at 15:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Spooky the Skeleton Brawler level 20
80th Haze 122nd year of Ascendancy at 17:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Spooky the Skeleton Brawler level 30
15th Regrowth 123rd year of Ascendancy at 08:44 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Spooky the Skeleton Brawler level 40
19th Pyre 123rd year of Ascendancy at 16:14 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Spooky the Skeleton Brawler level 50
77th Pyre 123rd year of Ascendancy at 15:58 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Spooky the Skeleton Brawler level 12
53rd Dusk 122nd year of Ascendancy at 14:03 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Spooky the Skeleton Brawler level 50
23rd Dusk 123rd year of Ascendancy at 02:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Spooky the Skeleton Brawler level 30
15th Regrowth 123rd year of Ascendancy at 18:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Spooky the Skeleton Brawler level 17
75th Haze 122nd year of Ascendancy at 18:45 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Spooky the Skeleton Brawler level 50
27th Dusk 123rd year of Ascendancy at 20:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Spooky the Skeleton Brawler level 8
3rd Summertide 122nd year of Ascendancy at 17:46 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Spooky the Skeleton Brawler level 40
35th Pyre 123rd year of Ascendancy at 09:52 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Spooky the Skeleton Brawler level 39
19th Pyre 123rd year of Ascendancy at 15:08 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Spooky the Skeleton Brawler level 13
73rd Dusk 122nd year of Ascendancy at 06:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Spooky the Skeleton Brawler level 23
7th Allure 123rd year of Ascendancy at 11:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Spooky the Skeleton Brawler level 17
55th Haze 122nd year of Ascendancy at 14:15 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Spooky the Skeleton Brawler level 50
60th Dusk 123rd year of Ascendancy at 20:26 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Spooky the Skeleton Brawler level 49
77th Pyre 123rd year of Ascendancy at 15:58 see stats
Log
Cyrana the orc blood mage resists the mind attack!
Spooky uses Second Wind.
You feel your rampage slowing down. (-1 duration)
Vorivea the orc corruptor resists the mind attack!
Cyrana the orc blood mage resists the mind attack!
Spooky hits Vorivea the orc corruptor for 1 mind damage.
Spooky hits Cyrana the orc blood mage for 24 physical, 1 mind, 2 arcane, , , 1 mind, , 2 blight, 1 mind (30 total damage).
Cyrana the orc blood mage hits Spooky for (4 resist armour), 0 mind (0 total damage).
Belarimina the orc fighter uses Orcish Fury.
Cyrana the orc blood mage uses Mind Drones.
Spooky speeds up.
Spooky has shrugged off 81 damage and is ready for more.
Cyrana the orc blood mage is no longer being stalked by Spooky.
Golem (servant of Glussra the orc necromancer) is weakened by the gloom.
Talent Double Strike is ready to use.
Talent Concussive Punch is ready to use.
Talent Haymaker is ready to use.
Talent Hack'n'Back is ready to use.
Talent Harass Prey is ready to use.
Burning from Vorivea the orc corruptor hits Spooky for (35 resist armour), 48 fire (48 total damage).
Burning Shock from Vorivea the orc corruptor hits Spooky for (35 resist armour), 52 fire (52 total damage).
Spooky is confused and fails to use Double Strike.
Spooky slows down.
Cyrana the orc blood mage deactivates Negative Biofeedback.
Cyrana the orc blood mage casts Lightning.
Your hatred grows even as your life fades! (+11 hate)
You twist your body in complex ways mitigating the blow by 134.
Cyrana the orc blood mage roars triumphantly.
Saving game...
