Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Mesmer 1.2.5A magical class based on creating and shattering illusions. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Damned Class 1.2.5Adds a new afflicted class. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Lunar Cultist 1.2.5Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Items Vault 1.3.0Donators/Buyers bonus! Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Sun-Mage 1.2.4Adds a new Celestial subclass proficient in the Celestial Talent Trees Sunlight, Radiance, Light and Chants and the Spell Talent Trees Phantasm, Fire, Wildfire and Divination Deathknight 1.4.1Adds the Deathknight class. See forum thread for details. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. magebow class v18 1.3.1Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.1.4 Moon-Mage 1.2.5Adds a new celestial subclass proficient in the Celestial Talent Trees Moonlight, Star Fury, Light and Hymns and the Spell Talent Trees Phantasm, Water, Nightfall and Divination. Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. 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 Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Shadowblade Cantrips 1.2.5Gives Shadowblades the Spell / Cantrips tree, an offensive/utility light tree. Spell / Cantrips (Mag, 1.0) Dazzling Light: Projected Image: Vanish: Flashbang: Releases v0.1: Test 2: some tweaks (mostly visual) to Dazzling Light Test 1: initial release Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Superhuman |
| Class | Anorithil |
| Level / Exp | 30 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Gloreldath the orc corruptor at level 11 on the 62nd Dusk 122nd year of Ascendancy at 17:49 3 / 3Killed by Gloreldath the orc corruptor at level 11 on the 62nd Dusk 122nd year of Ascendancy at 18:05 Killed by Doomed Shade of Jeruik Krachen at level 13 on the 63rd Dusk 122nd year of Ascendancy at 09:40 |
Primary Stats
| Strength | 110 (base 60) |
| Dexterity | 75 (base 60) |
| Constitution | 74 (base 60) |
| Magic | 97 (base 60) |
| Willpower | 83 (base 60) |
| Cunning | 102 (base 60) |
Resources
| Mana | 1094/1094 |
| Negative | 572/572 |
| Equilibrium | 0 |
| Life | 8611/8611 |
| Positive | 572/572 |
| Stamina | 804/804 |
| Psi_feedback | 23/435 |
| Healing Factor | 0.75 |
| Regeneration | 47.25 |
Speed
| Mental | +188% |
| Attack | +188% |
| Movement | +161% |
| Spell | +188% |
| Global | +365% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 301 |
| Accuracy | 90 |
| Crit Chance | 80% |
| APR | 114 |
| Speed | 0.35 |
Offense: Offhand
| Damage | 133 |
| Accuracy | 90 |
| Crit Chance | 95% |
| APR | 119 |
| Speed | 0.35 |
Offense: Spell
| Spellpower | 85.8 |
| Crit Chance | 98% |
| Speed | 0.34722222222222 |
| Cooldown Reduction | 56.55 |
Offense: Mind
| Mindpower | 92.78 |
| Crit Chance | 76% |
| Speed | 0.34722222222222 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 138 (100%) |
| Defense | 82.15 |
| Ranged Defense | 82.15 |
| Fatigue | 0 |
| Physical Save | 141.51875 |
| Spell Save | 137.96428571429 |
| Mental Save | 137.64285714286 |
Defense: Resistances
| All | + 85%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 7 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 250 damage for 25 turns. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 190.97 to 572.91 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 9 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 540.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 81. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (35% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1005% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Glory | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Umbra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Glyphs | 1.83 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Moon magic | 1.83 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Twilight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Countering melee attacks: Has a 63% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
| On feet | Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 156 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Light source | Shimmerraze the dwarven lantern Shimmerraze the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +1 Wil Changes resistances: +9% temporal Changes resistances penetration: +5% arcane Maximum mana: +20.00 Spell crit. chance: +1% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
| Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 11 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | psionicist's copper ring of the mind (+11%) psionicist's copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +6 (+1 eff.) Rings can have magical properties. |
| On fingers | stralite ring 'Growtrencher' stralite ring 'Growtrencher'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +6 Mag Changes resistances: +6% nature Changes resistances penetration: +10% arcane / +10% nature Changes damage: +15% nature Spellpower: +13 (+3 eff.) Rings can have magical properties. |
| Around neck | Galagadur GalagadurCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Defense: +11 (+2 eff.) Changes stats: +4 Con Changes resistances cap: +6% all Changes damage: +9% temporal Talent masteries: +0.33 Celestial / Moon magic +0.33 Celestial / Glyphs Critical mult.: +3.00% Maximum encumbrance: +10 Physical save: +47 (+6 eff.) Spell save: +22 (+3 eff.) Mental save: +22 (+3 eff.) Amulets can have magical properties. |
| In main hand | Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 33 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | Phoenixmark PhoenixmarkCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% arcane / +6% cold Changes damage: +6% fire A belt that goes around your waist. |
| In off hand | Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 30% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.86 acid and 31.86 blight damage. If not cleared after five turns it will inflict 180.92 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 93 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth +0.10 Cunning / Subterfuge Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 43, based on Cunning and Magic) for 10 turns, costing 27 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
regeneration infusion of the psychic (heal 434 over 5 turns) regeneration infusion of the psychic (heal 434 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 8; power 57; turns 4; dispells darkness) sun infusion of the duelist (rad 8; power 57; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion of the warrior (stamina 351 over 10 turns) oxygen infusion of the warrior (stamina 351 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 351 stamina and air over 10 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vine lasso infusion of the sneak (3 turns, 128 physical damage) vine lasso infusion of the sneak (3 turns, 128 physical damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 127.68 physical damage per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
adaptation infusion of the psychic (cure 2 afflictions; duration 15, 22% resist, 54% recovery) adaptation infusion of the psychic (cure 2 afflictions; duration 15, 22% resist, 54% recovery)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 15 turns, you gain water breathing, 22% fire and cold resistance, and have a 54% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
adaptation infusion of the psychic (cure 2 afflictions; duration 16, 27% resist, 48% recovery) adaptation infusion of the psychic (cure 2 afflictions; duration 16, 27% resist, 48% recovery)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 16 turns, you gain water breathing, 27% fire and cold resistance, and have a 48% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 13 turns, die at -1002) heroism infusion of the wizard (+21 for 13 turns, die at -1002)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -1002 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (679% speed; 6 turns) movement infusion of the duelist (679% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (630% speed; 5 turns) movement infusion of the warrior (630% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
predatory infusion (72 numbing poison (10.36/turn); +10% damage to demon) predatory infusion (72 numbing poison (10.36/turn); +10% damage to demon)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 8 around you. In addition, for the duration (9 turns): - You gain infravision out to range 10. - You deal +10% extra damage to chosen prey (creatures of type demon). - Your attacks are have a 64% chance to inflict a numbing poison. The poison inflicts 18.43 nature damage per turn for 7 turns (129.03 total), and numbs the victim, who will deal 14% less damage. Using this infusion never breaks Stealth. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
predatory infusion of the wizard (251 deadly poison (35.89/turn); +9% damage to animal) predatory infusion of the wizard (251 deadly poison (35.89/turn); +9% damage to animal)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 9 around you. In addition, for the duration (9 turns): - You gain infravision out to range 10. - You deal +9% extra damage to chosen prey (creatures of type animal). - Your attacks are have a 64% chance to inflict a deadly poison. The poison inflicts 63.88 nature damage per turn for 7 turns (447.13 total), and every application of the poison stacks. Using this infusion never breaks Stealth. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
3 infusion patches of clearing 3 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of light healing 2 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of lesser healing infusion patch of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of healing infusion patch of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of greater speed infusion patch of greater speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 5 It can be used to increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
phase door rune of the wizard (range 17; power 50; dur 6) phase door rune of the wizard (range 17; power 50; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Spell (35% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. 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. |
reconstruction rune of the duelist (heal 318; cure a cut or wound) reconstruction rune of the duelist (heal 318; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (35% of a turn) Is: a spell Description: Activate the rune to heal yourself for 318 life, and cure one cut or wound effect. Its effects scale with your Dexterity 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. |
biting gale rune of the sneak (371 cold damage; 66 apply power) biting gale rune of the sneak (371 cold damage; 66 apply power)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: 7 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 370.95 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 66. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
clarity rune of the titan (dur 23; resist 44%, reduce 34%; see animal) clarity rune of the titan (dur 23; resist 44%, reduce 34%; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 23 turns you gain blindness and confusion immunity (44%), and each turn you have a 34% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 91), and you automatically sense any animal around. 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. |
teleportation rune of the wizard (range 157) teleportation rune of the wizard (range 157)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: 7 Travel Speed: instantaneous Usage Speed: Spell (35% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 157 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (466 fire damage) heat beam rune (466 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 465.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
lightning rune of the wizard (592 lightning damage) lightning rune of the wizard (592 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 197.29 to 591.87 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 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. |
shielding rune (absorb 247 for 7 turns) shielding rune (absorb 247 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 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 247 damage for 7 turns. 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. |
shielding rune of the sneak (absorb 571 for 5 turns) shielding rune of the sneak (absorb 571 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 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 571 damage for 5 turns. 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. |
controlled phase door rune of the wizard (range 15) controlled phase door rune of the wizard (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (35% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
scroll of teleportation scroll of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
scroll of controlled phase door scroll of controlled phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 4 It can be used to teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Sootquencher SootquencherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Wil Changes resistances: +11% physical Changes damage: +3% darkness Stamina each turn: +0.70 Equilibrium when hit: +0.28 Maximum psi: +20.00 Amulets can have magical properties. |
stralite amulet 'Lisikira' stralite amulet 'Lisikira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 temporal Changes stats: +5 Mag Changes resistances penetration: +10% acid / +20% temporal Changes damage: +8% darkness / +16% temporal / +7% light / +6% physical Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
cleansing voratun amulet of healing cleansing voratun amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +11% nature / +28% blight Poison immunity: +44% Disease immunity: +33% Cut immunity: +60% Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 450 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
serendipitous voratun amulet of willpower (+14) serendipitous voratun amulet of willpower (+14)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +18 (+4 eff.) Changes stats: +14 Lck / +9 Wil Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Daimykan DaimykanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% acid Changes damage: +18% acid / +6% mind Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Torolen the Pitchspar Torolen the PitchsparInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Cun Changes resistances: +3% darkness Critical mult.: +10.00% Mental save: +6 (+1 eff.) Life regen: +1.70 Equilibrium when hit: +0.04 Maximum life: +88.00 Maximum psi: +20.00 Healing mod.: +26% Rings can have magical properties. |
Xanylaith the Corruptiongrinder Xanylaith the CorruptiongrinderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +3% nature Mental save: +12 (+2 eff.) Confusion immunity: +39% Maximum vim: +10.00 Spell crit. chance: +5% Damage Shield penetration: +20% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Zubiramira' stralite ring 'Zubiramira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% blight Changes damage: +9% blight Disarm immunity: +44% Pinning immunity: +39% Knockback immunity: +44% Maximum life: +34.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
pixie's voratun ring of corrosion (+28%) pixie's voratun ring of corrosion (+28%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +28% acid Changes damage: +14% acid Spellpower: +11 (+2 eff.) Rings can have magical properties. |
Eclipse (15-18 power, 4 apr, physical element) Eclipse (15-18 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 160% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 170% Mag, 30% Wil Damage type: Ice Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+4 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
elven-wood starstaff 'Eclipseransom' (25-30 power, 5 apr, temporal element) elven-wood starstaff 'Eclipseransom' (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 21 fire Changes stats: +3 Wil Changes resistances penetration: +5% darkness Changes damage: +25% temporal Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +46.00% Maximum encumbrance: +20 Mental save: +3 (+0 eff.) Spellpower: +27 (+5 eff.) Spell crit. chance: +10% See invisible: +16 Healing mod.: +5% It can be used to unleash an elemental blastwave, dealing 221.08 to 265.30 temporal damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 329.80 fire damage, and flames will be left dealing a further 76.88 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
steel greatmaul 'Hathyrim' (41-61.5 power, 2 apr) steel greatmaul 'Hathyrim' (41-61.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes resistances penetration: +5% mind Massive two-handed mauls. |
Galewend (83.5-125.25 power, 4 apr) Galewend (83.5-125.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.5 - 125.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight / +4 arcane Burst (radius 1) on hit: +8 mind When wielded/worn: Armour penetration: +16 Physical crit. chance: +9.0% Changes resistances: +5% arcane Changes resistances penetration: +5% mind Changes damage: +6% arcane / +12% lightning Critical mult.: +28.00% Disease immunity: +43% Massive two-handed mauls. |
Haruran the Magmaquick (18-25.2 power, 3 apr) Haruran the Magmaquick (18-25.2 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage (Melee): +17 insidious poison When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 5 nature slow Changes resistances: +12% fire Disarm immunity: +24% Sharp, long, and deadly. |
Cystsweeper the voratun mace (44.5-62.3 power, 6 apr) Cystsweeper the voratun mace (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Mag / +6 Wil / +7 Con Changes resistances: +3% nature Changes resistances penetration: +14% physical Changes damage: +6% nature Spell save: +25 (+3 eff.) Disarm immunity: +23% Mana each turn: +0.08 Maximum mana: +80.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +4% Blunt and deadly. |
Gluta the voratun mace (44.5-62.3 power, 6 apr) Gluta the voratun mace (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 physical Changes stats: +2 Dex Changes resistances penetration: +10% physical / +5% temporal / +11% darkness / +10% mind Blunt and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Eagle Talon (30-39 power, 30 apr) Eagle Talon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 lightning When wielded/worn: Talent mastery: +0.20 Wild-curse / Eagle aspect Critical mult.: +10.00% Global speed: +10% A curved and sharp blade, decorated with feathers. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Emesetta the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Emesetta the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +11 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Samyrokor' (2.5-2.75 power, 12 apr, nature damage) mossy mindstar 'Samyrokor' (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun Grants telepathy: Dragon Critical mult.: +9.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Arcquench the pulsing mindstar (13-14.3 power, 32 apr, nature damage) Arcquench the pulsing mindstar (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +24% light / +12% mind Physical save: +6 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Life regen: +1.70 Equilibrium when hit: +1.80 Maximum life: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% See stealth: +9 See invisible: +14 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. |
Vilemarrow the pulsing mindstar (13-14.3 power, 32 apr, nature damage) Vilemarrow the pulsing mindstar (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +8 fire / +16 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Damage when hit (Melee): 8 mind / 8 darkness Changes resistances penetration: +15% light Changes damage: +6% fire / +9% mind / +9% darkness Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 13 power out of 30/30) : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 74.79 mind damage, 80.55 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 6.77 mind and 7.29 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Umbrastrike (16-17.6 power, 40 apr, nature damage) Umbrastrike (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 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% Burst (radius 1) on hit: +12 blight / +4 darkness Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 mind / 9 darkness Changes resistances: +3% blight Changes damage: +10% mind / +13% darkness Hate when firing a critical mind attack: +5.00 Maximum hate: +19.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +10% Life leech chance: +13% Life leech: +17% 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. |
elven-wood longbow 'Kimnir' elven-wood longbow 'Kimnir'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str Changes resistances: +6% cold / +3% nature / +3% temporal Changes resistances penetration: +15% acid Changes damage: +16% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Duvyharador the dragonbone longbow Duvyharador the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 16% chance to daze Burst (radius 2) on crit: +4 acid When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Str / +3 Dex / +3 Mag / +5 Wil / +4 Cun / +6 Con Changes resistances penetration: +13% lightning / +22% physical Changes damage: +19% physical Light radius: +2 Longbows are used to shoot arrows at your foes. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 50% Wil, 60% Dex, 50% Mag, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Offalwither the pouch of stralite shots (18/18, 41.5-49.8 power, 5 apr) Offalwither the pouch of stralite shots (18/18, 41.5-49.8 power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon hit: * Slows global speed by 9% * leeches stamina from the target Damage (Ranged): +10 insidious poison / +8 mind / +17 lightning / +16 nature Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
voratun shield 'Burnguile' (12 def, 3 armour, 195 block) voratun shield 'Burnguile' (12 def, 3 armour, 195 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 9 cold Effects when hit in melee: * 24% chance to cause random gloom Damage when hit (Melee): 15 ice Changes stats: +3 Dex Changes resistances: +9% lightning / +12% fire Changes resistances penetration: +5% lightning Changes damage: +6% lightning Talent granted: +5 Block Handheld deflection devices. |
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 (+2 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 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 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. |
Aerolle the elven-silk robe (10 def, 4 armour) Aerolle the elven-silk robe (10 def, 4 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Changes resistances: +6% blight / +9% acid / +24% mind / +29% darkness Changes resistances penetration: +19% darkness / +17% physical Changes damage: +19% darkness / +13% physical Physical save: +41 (+5 eff.) Spell save: +29 (+4 eff.) Mental save: +39 (+5 eff.) Maximum hate: +14.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Chargebender the stralite mail armour (4 def, 8 armour) Chargebender the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 12 acid / 11 fire / 4 lightning Changes stats: +2 Mag / +8 Wil / +6 Cun Changes resistances: +24% acid / +42% fire Changes damage: +18% blight Mental save: +19 (+3 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% A suit of armour made of mail. |
Alurand (7 def, 13 armour) Alurand (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +5 Str / +7 Wil / +9 Cun / +4 Con Changes resistances: +22% acid / +13% physical / +12% lightning / +5% arcane / +21% cold / +9% mind / +12% fire Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-5 turns) Mental save: +41 (+5 eff.) Disarm immunity: +26% Stun/Freeze immunity: +28% Knockback immunity: +33% Psi when hit: +0.04 Maximum hate: +2.00 Mental crit. chance: +1% A suit of armour made of metal plates. |
Saluvena the elven-silk cloak (18 def, 0 armour) Saluvena the elven-silk cloak (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +2 Cun Changes resistances: +9% nature / +5% arcane Physical save: +31 (+4 eff.) Silence immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emelowe' (7 def, 0 armour) elven-silk cloak 'Emelowe' (7 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +8 Mag / +11 Wil Changes resistances: +5% arcane / +9% temporal Changes damage: +3% acid Spell save: +29 (+4 eff.) Mental save: +13 (+2 eff.) Knockback immunity: +5% Maximum mana: +74.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 60% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
elven-silk wizard hat 'Yarymnir' (3 def, 0 armour) elven-silk wizard hat 'Yarymnir' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +19% arcane Mental save: +20 (+3 eff.) Equilibrium when hit: +0.12 Maximum mana: +97.00 Maximum hate: +4.00 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
linen headband (0 def, 0 armour) linen headband (0 def, 0 armour)0.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Could grant infinite ammo, conceivably. |
hardened leather cap 'Furnacesweep' (0 def, 3 armour) hardened leather cap 'Furnacesweep' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 physical / 12 fire Changes stats: +4 Str / +3 Dex / +4 Cun / +7 Con Changes resistances: +3% mind Changes resistances penetration: +5% acid / +5% fire Changes damage: +12% acid It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 932.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+5 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+5 eff.) Changes damage: +8% all When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+6 eff.) Changes damage: +10% all When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
enormous geode enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
246 alchemist agate 246 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Aerylralelaith the brass lantern Aerylralelaith the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +7 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lorechak LorechakInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +18% acid Physical save: +6 (+1 eff.) Light radius: +2 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern of clarity dwarven lantern of clarityInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +11 (+2 eff.) Light radius: +4 See stealth: +12 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Astrolabe AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 (3/3) Rod of Recall (3/3)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 110 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1046.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
rod of detect monster (1/1) rod of detect monster (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect monster in a radius of 25, costing 6 power out of 10/10. A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (3/3) rod of disarming (3/3)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 27 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1) rod of trap detection (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 6 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
iron torque of thermal psionic shield [power 23] (11 cooldown) iron torque of thermal psionic shield [power 23] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Flashblur the stralite torque of charged psionic shield [power 131] (11 cooldown) Flashblur the stralite torque of charged psionic shield [power 131] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% acid Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +18% acid / +9% lightning Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Unrokhad' [power 85] (25 cooldown) elm totem of healing 'Unrokhad' [power 85] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% mind It can be used to heal the target for 85, and remove up to 2 poisons or diseases, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Lisira' [power 63] (11 cooldown) elven-wood totem of thorny skin 'Lisira' [power 63] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +4% physical Life regen: +0.20 Stamina each turn: +0.20 Equilibrium when hit: +2.10 Spell crit. chance: +1% It can be used to harden the skin for 6 turns increasing armour by 63 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Cyrynor [power 15] (5 cooldown) Cyrynor [power 15] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +3% light Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +3 Volcano Spell save: +3 (+0 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 15, power 89 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Uradrakor' [power 781] (9 cooldown) dragonbone wand of conjuration 'Uradrakor' [power 781] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% arcane / +10% blight Talent granted: +3 Volcano Spell save: +6 (+1 eff.) Maximum vim: +14.00 It can be used to fire a bolt of a random element with (base) damage 390 to 781, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jeruik Krachen the Superhuman Anorithil level 30
7th Regrowth 123rd year of Ascendancy at 16:32 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Jeruik Krachen the Superhuman Anorithil level 26
5th Allure 123rd year of Ascendancy at 01:51 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Jeruik Krachen the Superhuman Anorithil level 15
63rd Dusk 122nd year of Ascendancy at 15:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Jeruik Krachen the Superhuman Anorithil level 12
62nd Dusk 122nd year of Ascendancy at 18:20 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Jeruik Krachen the Superhuman Anorithil level 16
74th Haze 122nd year of Ascendancy at 05:48 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Jeruik Krachen the Superhuman Anorithil level 20
75th Haze 122nd year of Ascendancy at 11:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jeruik Krachen the Superhuman Anorithil level 10
27th Dusk 122nd year of Ascendancy at 17:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jeruik Krachen the Superhuman Anorithil level 20
75th Haze 122nd year of Ascendancy at 03:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jeruik Krachen the Superhuman Anorithil level 30
7th Regrowth 123rd year of Ascendancy at 14:23 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Jeruik Krachen the Superhuman Anorithil level 30
33rd Regrowth 123rd year of Ascendancy at 09:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jeruik Krachen the Superhuman Anorithil level 15
63rd Dusk 122nd year of Ascendancy at 15:46 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jeruik Krachen the Superhuman Anorithil level 4
74th Pyre 122nd year of Ascendancy at 21:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jeruik Krachen the Superhuman Anorithil level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 3.05 gold from the transmogrification of alchemist's lamp 'Muckobeisance'.
You gain 4.99 gold from the transmogrification of Gelaith (0 def, 5 armour).
You gain 3.87 gold from the transmogrification of rejuvenating drakeskin leather armour of cold resistance (5 def, 8 armour).
You gain 2.65 gold from the transmogrification of cured leather armour 'Strikesaw' (2 def, 4 armour).
You gain 0.52 gold from the transmogrification of mindwoven elven-silk robe of the mind (+17%) (5 def, 0 armour).
You gain 2.36 gold from the transmogrification of Poligann the woollen robe (0 def, 0 armour).
You gain 1.08 gold from the transmogrification of plaguebringer's quiver of ash arrows (15/15, 21-29.4 power, 7 apr).
You gain 2.57 gold from the transmogrification of vined mindstar 'Cyrumita' (9-9.9 power, 18 apr, mind damage).
You gain 0.81 gold from the transmogrification of voratun dagger of projection (38-49.4 power, 9 apr).
You gain 0.73 gold from the transmogrification of flaming voratun dagger (37.5-48.75 power, 9 apr).
You gain 3.27 gold from the transmogrification of Undeathbearer the dwarven-steel greatsword (36.5-58.4 power, 2 apr).
You gain 1.40 gold from the transmogrification of potent dragonbone vilestaff of fate (32-38.4 power, 6 apr, darkness element).
You gain 0.79 gold from the transmogrification of shimmering ash magestaff (15-18 power, 3 apr, cold element).
You gain 2.35 gold from the transmogrification of heroism infusion of the duelist (+16 for 10 turns, die at -809).
You gain 0.56 gold from the transmogrification of adaptation infusion of the warrior (cure 2 afflictions; duration 16, 30% resist, 51% recovery).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
