
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. QuickTome: Sight Overhaul 1.5.3 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official 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:
Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width
- speed of scrolling
- delay before scrolling at top and bottom
- font size
- unlocked transparency
This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Square Field of Vision 1.3.1 Items Vault 1.7.0Donators/Buyers bonus! QuickTome: Resource Tweaks 1.3.1 Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Wanderer3in1 |
| Level / Exp | 88 / 63% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 6th Mirth 122nd year of Ascendancy at 23:07 1 / 6Killed by Ukllmswwik the Wise at level 18 on the 8th Flare 122nd year of Ascendancy at 11:03 Killed by unknown at level 18 on the 8th Flare 122nd year of Ascendancy at 13:11 Killed by Neryleda the dire wolf at level 21 on the 10th Dusk 122nd year of Ascendancy at 19:05 Killed by Sofina at level 36 on the 43rd Dusk 122nd year of Ascendancy at 20:57 Killed by Velybeth the orc pyromancer at level 49 on the 73rd Dusk 122nd year of Ascendancy at 10:21 |
Primary Stats
| Strength | 133 (base 25) |
| Dexterity | 132 (base 50) |
| Constitution | 164 (base 12) |
| Magic | 218 (base 80) |
| Willpower | 156 (base 50) |
| Cunning | 308 (base 80) |
Resources
| Mana | 1293/1369 |
| Negative | 334/334 |
| Life | 4345/4345 |
| Paradox | 500 |
| Hate | 62/138 |
| Psi | 221/226 |
| Vim | 458/458 |
| Stamina | 898/907 |
| Insanity | 0/100 |
| Healing Factor | 2.5 |
| Regeneration | 330.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +129.08157606887% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 2 |
| See Stealth | 29.400824713013 |
| See Invisible | 29.400824713013 |
Offense: Mainhand
| Damage | 154 |
| Accuracy | 133 |
| Crit Chance | 134% |
| APR | 139 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 134 |
| Accuracy | 133 |
| Crit Chance | 139% |
| APR | 142 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 142 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 113 |
| Crit Chance | 91% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +71% |
| Blight | +106% |
| Arcane | +148% |
| Cold | +97% |
| All | +25% |
| Physical | +88% |
| Lightning | +244% |
| Light | +118% |
| Temporal | +52% |
| Mind | +76% |
| Darkness | +101% |
| Fire | +53% |
| Nature | +136% |
Offense: Damage Penetration
| Blight | +35% |
| Arcane | +61% |
| Cold | +35% |
| All | 0% |
| Darkness | +5% |
| Light | +44% |
| Physical | +76% |
| Lightning | +92% |
| Mind | +55% |
| Fire | +29% |
| Nature | +45% |
Defense: Base
| Armour (hardiness) | 137.52080591696 (51.69962066283%) |
| Defense | 117 |
| Ranged Defense | 123 |
| Fatigue | 0 |
| Physical Save | 79 |
| Spell Save | 94 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 76%( 76%) |
| Blight | + 76%( 76%) |
| Arcane | + 73%( 76%) |
| Cold | + 76%( 76%) |
| All | + 43%( 76%) |
| Physical | + 53%( 76%) |
| Lightning | + 76%( 76%) |
| Light | + 76%( 76%) |
| Temporal | + 55%( 76%) |
| Mind | + 76%( 76%) |
| Darkness | + 76%( 76%) |
| Fire | + 76%( 76%) |
| Nature | + 76%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 94% |
| Poison Resistance | 26% |
| Blind Resistance | 100% |
| Silence Resistance | 87% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (6/6)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1239% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 773 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blood | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Void | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Chronophage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Circles | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Friend of the worm | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Dreaming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Infestation |
| talent | Arcane Shield |
| talent | Phase Pulse |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Deflection |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Hymn Nocturnalist |
| talent | Trained Reactions |
| talent | Thermal Shield |
| talent | Surge |
| talent | Void Stars |
| talent | Kinetic Shield |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Thunderstorm |
| talent | Phantasmal Shield |
| talent | Elemental Discord |
| talent | Gloom |
| talent | Hymn of Detection |
| talent | Stalk |
| detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
| beneficial effect | Increases defense by 23. Mobile Defense |
| beneficial effect | Linked to their horror ally gaining 22% all damage resistance. Shared Insanity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Cuthozilastir (0 def, 1 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: Random Artifact: Firegash (98% power, 24 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): Exterminator | active |
Wake up and kill the dreaming horror boss 'Bethumina the dreaming horror'. Infinite Dungeon Challenge (Level 24): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 37): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Dimlore (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 40): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: Random Artifact: Nerenn (0 def, 2 armour, 22 block) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Emadhewe the dreaming horror'. Infinite Dungeon Challenge (Level 50): Dream HunterYou completed the challenge and received: Random Artifact: Chargeworm (3 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: Random Artifact: Brightqueen (125% power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 55): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 56): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 57): PacifistYou completed the challenge and received: +1 Category Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 58): PacifistYou completed the challenge and received: +1 Class Point and +1 Prodigy Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 59): Headhunter0 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 61): Rush Hour (62)Turns left: 6 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 323 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 65): Rush Hour (323)Turns left: 170 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 173 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 68): Rush Hour (173)Turns left: 15 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 69): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 70): ExterminatorYou completed the challenge and received: Random Artifact: Black Robe (6 def, 0 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 73): Near SightedYou completed the challenge and received: Random Artifact: Adedabeth (0 def, 2 armour, 19.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: Random Artifact: Lavawoe | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 80): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 356 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 81): Rush Hour (356)Turns left: 94 You completed the challenge and received: Random Artifact: Willowpeal (5 def, 3 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 85): Near SightedYou completed the challenge and received: Random Artifact: Flashblack (23/23, 185% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 89): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): ExterminatorYou completed the challenge and received: Random Artifact: Fireumbra (156% power, 5 apr, arcane element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 92): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 93): ExterminatorYou completed the challenge and received: Random Artifact: Rainransom | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 94): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Whip of Urh'Rok (187% power, 0 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 95): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 96): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 97): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 98): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 284 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 99): Rush Hour (284)Turns left: -1 | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Mayorewe (165% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 54 * 26% chance to reduce armor by 60% Changes stats: +29 Mag / +16 Wil / +28 Cun / +10 Con Changes damage: +12% acid / +15% arcane / +30% lightning Talent granted: +1 Command Staff Critical mult.: +50.00% N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+2 eff.) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+1 eff.) When used to modify unarmed attacks: Power: 157% Range: 1.4x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Light source | Dazzlewolf the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +8 (+1 eff.) Armour: +14 Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 49 Changes stats: +5 Wil Changes damage: +21% arcane Critical mult.: +41.81% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Armyramnir the Sparkwaker (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +13% mind Changes resistances penetration: +29% lightning Changes damage: +35% lightning Mental save: +14 (+2 eff.) Confusion immunity: +26% A cap made of leather. |
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Resist all after a teleport: +20% Creates an arcane explosion dealing 389 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Tool | Olodil the Cloudimmortal [power 475] (1/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances penetration: +15% blight Changes damage: +21% lightning / +12% arcane / +41% blight Critical mult.: +27.60% Mana when firing critical spell: +2.76 Resist all after a teleport: +21% It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 892 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 97. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Flexible Combat You have set the ring to grant you Flexible Combat! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Velywen the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun Critical mult.: +20.00% Mental save: +15 (+3 eff.) Rings make your fingers look great! |
| Around neck | Hareldil the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +9 Armour: +7 Defense: +6 (+1 eff.) Changes stats: +6 Dex Changes resistances cap: +6% all Changes damage: +6% arcane Critical mult.: +22.49% Reduces incoming crit damage: 16.87% Physical save: +38 (+7 eff.) Only die when reaching: -80.00 life Amulets make your neck look great! |
| In main hand | Cinderstreaker the dragonbone magestaff (165% power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +9.0% Physical power: +25 (+4 eff.) Armour: +6 Changes stats: +12 Con Changes resistances: +3% physical Changes resistances penetration: +35% physical Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +2.00 Spellpower: +29 (+3 eff.) Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 1113, based on Magic) for 10 turns Activation costs 20 power out of 1/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | elemental voratun dagger of ruin (175% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 175% Range: 1.3x Uses stats: 42% Wil, 42% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 191 lightning damage (1/turn) When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Changes resistances penetration: +23% lightning Changes damage: +24% lightning Critical mult.: +31.00% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Ichorwrack' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +8 Mag Changes resistances penetration: +11% arcane Changes damage: +8% arcane Critical mult.: +22.00% Mana when firing critical spell: +2.02 Spellpower: +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of the mountain (+6%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +13% all / +23% physical Changes damage: +20% lightning / +36% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
movement infusion (speed 812%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 1253%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1253% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 1041; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 heal yourself for 1041 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 nature talent. |
regeneration infusion of the wizard (heal 1277; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1277 life over 5 turns. 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 nature talent. |
wild infusion (res 20%; magical, mental; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; magical, physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 19%; magical, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 6; phase 13; cd 15)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: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 2803% over 10 turns; mana 140; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2803% for 10 turns (534 total) and instantly restoring 140 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 131; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Elenurostir the DazzlesearCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +9.0% Physical power: +6 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +33% physical Changes damage: +9% blight / +6% physical Physical save: +15 (+3 eff.) Only die when reaching: -100.00 life Combat speed: +10% Amulets make your neck look great! |
copper amulet 'Starwolf'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +10 Mag / +2 Wil Changes resistances: +20% temporal Changes resistances penetration: +15% blight / +34% arcane Changes damage: +18% blight / +12% arcane Mental save: +7 (+1 eff.) Confusion immunity: +13% Maximum psi: +30.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Damage Shield penetration: +41% Amulets make your neck look great! |
copper amulet 'Vileshear'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +30 (+5 eff.) Changes stats: +6 Dex Changes resistances: +5% physical / +14% temporal Critical mult.: +26.87% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
LightvortexPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +20% blight / +30% arcane Changes damage: +18% blight Critical mult.: +38.86% Mana when firing critical spell: +2.49 Spellpower: +42 (+5 eff.) Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Damage affinity(heal): +30% fire Spellpower: +7 (+1 eff.) Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: -10% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (242). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Elariann'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Con Talent mastery: +0.40 Technique / Combat training Amulets make your neck look great! |
KeranCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Physical save: +13 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +13 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Resist all after a teleport: +10% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's stralite amulet of mastery (0.31 Spell / Air)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% acid / +7% lightning Talent mastery: +0.31 Spell / Air Spellpower: +5 (+0 eff.) Amulets make your neck look great! |
Aerulaith the KindleorderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +19 Changes damage: +15% lightning / +12% acid Critical mult.: +20.00% Amulets make your neck look great! |
Flashparry the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +23% mind Critical mult.: +20.00% Confusion immunity: +32% Mindpower: +25 (+4 eff.) Amulets make your neck look great! |
steel ring 'Cutholathabers'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Dex / +6 Mag / +4 Wil / +13 Cun Reduces incoming crit damage: 19.24% Spell save: +12 (+2 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% arcane Changes damage: +25% lightning / +25% arcane All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +2 Mag / +18 Wil / +7 Cun / +2 Con Changes resistances: +36% darkness Mindpower: +13 (+2 eff.) Cannot be unequipped or rerolled until level 90. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Aramith the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes damage: +6% all Mental save: +13 (+2 eff.) Confusion immunity: +41% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +19 (+2 eff.) Mindpower: +15 (+2 eff.) Resist all after a teleport: +10% Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% temporal Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 683.33 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Penitence (147% power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+2 eff.) It can be used to cure up to 7 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Frozenvein (153% power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical power: +25 (+4 eff.) Armour: +8 Changes resistances penetration: +33% physical Changes damage: +20% lightning / +20% physical Talent granted: +1 Command Staff Critical mult.: +42.72% Spellpower: +9 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Polona' (153% power, 4 apr, physical element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 154% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes stats: +3 Str / +1 Mag Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +16 (+2 eff.) Staves designed for wielders of magic, by the greats of the art. |
Blazesun (159% power, 5 apr, lightning element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 160% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +36 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +18% lightning / +15% physical Changes damage: +25% lightning / +6% physical Talent granted: +1 Command Staff Critical mult.: +41.21% Physical save: +22 (+4 eff.) Spellpower: +12 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. |
Radhetohad the dragonbone vilestaff (165% power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 60% Changes stats: +6 Con Changes resistances: +6% darkness Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +1.40 Spellpower: +26 (+3 eff.) Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
Shadevile the dragonbone starstaff (165% power, 6 apr, physical element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 15.19% Physical save: +18 (+4 eff.) Spellpower: +15 (+2 eff.) Resist all after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (170% power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 170% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) The top part of Telos' broken staff. |
Voice of Telos (170% power, 5 apr, lightning element)Requires: - Magic 45 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 170% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +5 Wil / +4 Cun Changes damage: +35% lightning Damage affinity(heal): +5% acid / +5% lightning / +5% light / +5% fire / +5% blight / +5% cold / +5% arcane / +5% darkness Talent granted: +1 Command Staff Spellpower: +30 (+4 eff.) A closer look at this pure white staff reveals that it is really a plethora of colors swirling and scintillating. |
Woebender (165% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical power: +10 (+2 eff.) Armour: +8 Armour Hardiness: +11% Effects on melee hit: * 20% chance to reduce damage dealt by 43% Changes damage: +30% lightning / +30% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +11 (+2 eff.) Spellpower: +38 (+5 eff.) Staves designed for wielders of magic, by the greats of the art. |
Zanyrab (165% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +52.00% Spellpower: +38 (+5 eff.) Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Yaregrim' (165% power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% arcane Changes resistances penetration: +20% arcane Changes damage: +30% lightning / +18% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Reduces incoming crit damage: 18.16% Life regen: +4.84 Only die when reaching: -80.00 life Spellpower: +15 (+2 eff.) Resist all after a teleport: +18% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Ameldir' (165% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 165% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Changes stats: +3 Str / +2 Mag / +1 Con Changes damage: +30% lightning / +3% blight / +21% acid Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +43 (+5 eff.) Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
Ulidas (140% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 141% Range: 1.3x Uses stats: 42% Wil, 42% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +1 Wil Changes resistances penetration: +20% arcane Critical mult.: +10.00% Resist all after a teleport: +15% Sharp, short and deadly. |
Life Drinker (177% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 177% Range: 1.3x Uses stats: 29% Wil, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% acid / +15% blight Spellpower: +12 (+1 eff.) Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous 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 65.50 acid and 79.06 blight damage. If not cleared after five turns it will inflict 448.91 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
cashmere robe 'Shiverjam' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +7 Changes resistances: +12% mind / +7% arcane / +31% darkness / +11% all Changes resistances penetration: +30% arcane Changes damage: +18% arcane / +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Spellpower: +15 (+2 eff.) A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal / +13% all Changes resistances penetration: +20% physical Changes damage: +20% physical Spellpower: +23 (+3 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +10% mind / +14% physical / +13% darkness / +13% all Changes damage: +17% acid / +11% physical Talent cooldown: Refit Golem (-3 turns) Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +24 (+4 eff.) 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. |
stormwoven elven-silk robe of the mountain (+11%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Mag / +5 Wil Changes resistances: +15% all / +15% physical Changes damage: +30% lightning / +36% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rhynarikhad the Torchvengeance (30 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Defense: +30 (+5 eff.) Changes stats: +3 Str / +6 Mag Changes resistances penetration: +30% blight Critical mult.: +25.00% Life regen: +8.00 Mana when firing critical spell: +2.50 Resist all after a teleport: +15% A suit of armour made of mail. |
Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+6 eff.) Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+6 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+3 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
hardened leather belt 'Wretchwire'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 28% chance to reduce all saves and defense by 54 Changes stats: +16 Str / +6 Wil / +7 Con Critical mult.: +20.00% Spell save: +11 (+2 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% darkness / +10% physical / +10% arcane / +15% temporal Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
UnlightbaneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 43% Changes stats: +11 Wil / +6 Con Changes resistances penetration: +20% lightning Changes damage: +18% lightning Spell save: +15 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Sparkpyre'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Cun / +8 Mag Changes resistances: +15% temporal Changes resistances penetration: +25% lightning Critical mult.: +15.00% Resist all after a teleport: +15% A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 582.05 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Naturecutter (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +39 (+6 eff.) Physical power: +39 (+6 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * 26% chance to slow global speed by 84% Changes stats: +4 Str / +12 Dex / +4 Con Changes resistances: +3% physical Changes resistances penetration: +15% physical Talent mastery: +0.40 Technique / Combat training Spell save: +11 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 129 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Isluldavena (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +4 Mag / +5 Wil / +5 Con Changes resistances: +25% darkness / +29% temporal Changes resistances penetration: +20% acid Changes damage: +9% acid Physical save: +12 (+2 eff.) Maximum life: +94.00 Resist all after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentwither the elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +8 Dex / +9 Wil / +5 Cun / +3 Con Changes damage: +18% lightning / +6% arcane Reduces incoming crit damage: 17.78% Mental 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. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 11 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Blazeburst' (21 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Changes stats: +19 Dex / +3 Wil / +3 Cun Changes resistances penetration: +10% lightning / +5% arcane Critical mult.: +25.00% Spell save: +3 (+0 eff.) Silence immunity: +50% Confusion immunity: +50% Maximum psi: +30.00 Spellpower: +30 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Goruvon (0 def, 14 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +14 Changes stats: +3 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +6% arcane Changes damage: +33% arcane Critical mult.: +20.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +8 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Silence immunity: +24% Confusion immunity: +30% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adimina (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +29% temporal / +29% darkness / +18% mind Changes resistances penetration: +10% acid / +15% arcane Physical save: +13 (+2 eff.) Lowers spell cool-downs by: 10% Resist all after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregundur (0 def, 11 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Physical power: +30 (+5 eff.) Armour: +11 Changes resistances: +14% temporal Changes resistances penetration: +25% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ereladin the Glintvein (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +1 Mag / +12 Cun / +12 Con Changes resistances penetration: +5% arcane Critical mult.: +25.00% Physical save: +50 (+10 eff.) Spell save: +6 (+1 eff.) Mental save: +49 (+9 eff.) Maximum life: +52.00 Spellpower: +5 (+0 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lelyrador (20 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +13 Defense: +20 (+3 eff.) Changes stats: +5 Str Changes resistances: +12% mind / +8% physical Changes damage: +27% physical Physical save: +15 (+3 eff.) Silence immunity: +43% Confusion immunity: +41% Only die when reaching: -111.57 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes damage: +15% blight Spellpower: +13 (+1 eff.) It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 4.5 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 108.06 blight damage and is poisoned for 432.23 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical Changes damage: +15% physical These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of voratun boots 'Shimmersteel' (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con / +6 Wil Changes resistances penetration: +33% lightning / +10% physical Reduces incoming crit damage: 19.81% Spell save: +24 (+4 eff.) Life regen: +5.28 Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismwrecker the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances penetration: +30% arcane Changes damage: +8% blight / +12% arcane Critical mult.: +15.00% Mana when firing critical spell: +2.67 Spellpower: +15 (+2 eff.) Mindpower: +25 (+4 eff.) Resist all after a teleport: +20% When used to modify unarmed attacks: Power: 151% Range: 1.1x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xerytha the Skybone (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +12 Wil Changes resistances: +15% darkness Changes resistances penetration: +20% blight Changes damage: +18% blight Spell save: +23 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +13 Resist all after a teleport: +19% When used to modify unarmed attacks: Power: 161% Range: 1.1x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Moonlight Ray (20% chance level 5). On weapon hit: * 10% chance to reduce damage dealt by 43% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Elumivena' (10 def, 17 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +6 Physical power: +20 (+3 eff.) Armour: +17 Defense: +10 (+2 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str Changes resistances penetration: +20% blight Changes damage: +5% acid Critical mult.: +26.87% When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Critical mult.: +5.00% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 175% Range: 1.4x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yvorath' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +4% physical Changes damage: +6% acid Physical save: +6 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +20% Resist all after a teleport: +15% When used to modify unarmed attacks: Power: 166% Range: 1.4x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy 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% When used to modify unarmed attacks: Power: 171% Range: 1.4x Uses stats: 34% Wil, 74% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Wave of Power (15% chance level 1). When this weapon hits: Displacement Shield (10% chance level 3). 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. |
fearwoven cashmere wizard hat of knowledge (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +9% darkness / +14% physical Changes damage: +9% physical Mindpower: +11 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Changes damage: +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 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. |
Arthenarihir the elven-silk wizard hat (38 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Physical power: +20 (+3 eff.) Defense: +38 (+6 eff.) Changes stats: +6 Str / +10 Wil Changes resistances penetration: +20% arcane Changes damage: +33% physical Physical save: +21 (+4 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Chillpulverizer' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances penetration: +30% acid Reduces incoming crit damage: 19.70% Life regen: +5.25 Only die when reaching: -100.00 life A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Obsidianwire' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Mag / +7 Wil / +7 Cun Critical mult.: +26.42% Spell save: +15 (+3 eff.) Mana when firing critical spell: +2.64 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +40 (+5 eff.) Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Rootsmasher' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +5 Defense: +3 (+0 eff.) Changes stats: +2 Wil Resist all after a teleport: +15% A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +20% darkness / +19% physical Changes damage: +20% physical Mindpower: +9 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Isludheba the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Changes stats: +8 Wil / +9 Con Changes resistances penetration: +20% arcane Changes damage: +21% arcane Critical mult.: +26.57% Physical save: +13 (+2 eff.) Mental save: +24 (+4 eff.) Mental crit. chance: +5% Resist all after a teleport: +20% A cap made of leather. |
Ulfeleg the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +5 Str / +16 Wil / +8 Con Changes resistances penetration: +10% blight Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Mental save: +10 (+2 eff.) Resist all after a teleport: +15% A cap made of leather. |
Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Shineglean the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 60% Changes resistances: +8% darkness Changes damage: +15% acid Spell save: +10 (+2 eff.) Mental save: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 112 light damage to everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aeronn the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +13 Str / +8 Cun / +4 Con Changes resistances: +18% darkness Reduces incoming crit damage: 15.00% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1444.5 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchwinnow (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Changes stats: +6 Str / +6 Wil Changes resistances: +9% darkness / +10% physical Changes resistances penetration: +30% arcane Changes damage: +12% blight Critical mult.: +23.87% Physical save: +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
15 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Healing mod.: +10% When used to imbue an object: Healing mod.: +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: When used to imbue an object: Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Maximum life: +80.00 When used to imbue an object: Maximum life: +80.00 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: When used to imbue an object: Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% blight / +20% arcane (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2753 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Nimbusoblivion the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +25 (+4 eff.) Armour: +8 Changes stats: +4 Dex / +16 Cun / +2 Con Changes resistances penetration: +20% lightning / +20% physical Life regen: +4.00 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. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
BetharithInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +9 Str / +7 Dex / +6 Wil Changes damage: +9% arcane Mana when firing critical spell: +2.44 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +37 (+4 eff.) A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Aerilathafang'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +8 Changes stats: +4 Con Changes resistances: +18% temporal Changes resistances penetration: +25% arcane Critical mult.: +26.61% Reduces incoming crit damage: 19.96% Physical save: +11 (+2 eff.) Maximum psi: +60.00 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Mag Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Gunihell the BlindquickPowered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +14% darkness Physical save: +9 (+2 eff.) Spellpower: +18 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +4% Healing mod.: +24% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 135 blight damage or heals 98 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Olygund the VilegritPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Mag Changes resistances: +18% temporal Spellpower: +17 (+2 eff.) Resist all after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Blindlord'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +21 Effects on melee hit: * 27% chance to slow global speed by 84% Changes stats: +6 Con Changes resistances: +12% darkness Reduces incoming crit damage: 20.04% Life regen: +16.00 Only die when reaching: -80.00 life Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +9 Wil Critical mult.: +17.00% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +10% all Maximum life: +54.00 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Guyaba' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Str Changes resistances: +19% mind Changes damage: +9% blight Critical mult.: +20.00% Mana when firing critical spell: +2.60 Spellpower: +20 (+2 eff.) Damage Shield penetration: +39% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Frozengrind (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 20% chance to reduce armor by 60% Changes stats: +6 Str Changes damage: +12% acid Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +41.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Dazzlebraze (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +10 (+2 eff.) Changes stats: +8 Str / +2 Mag / +6 Cun Changes damage: +9% blight Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Malebers the Lightstrike (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 25% chance to slow global speed by 84% Changes stats: +3 Str Changes resistances: +10% physical / +6% arcane / +6% temporal Critical mult.: +20.00% Spell save: +9 (+1 eff.) Mental save: +15 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Flashcut' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+2 eff.) Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances penetration: +25% physical Changes damage: +6% lightning Critical mult.: +18.00% Mental save: +12 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 31 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 268% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1126.08 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
dwarven-steel torque of psionic shield 'Emelitha' [power 87] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +16 Changes stats: +7 Mag Changes resistances: +6% physical Changes damage: +12% physical Critical mult.: +23.71% Reduces incoming crit damage: 17.78% It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Dairalaneg the Shockroar [power 103] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances penetration: +30% acid / +25% lightning Changes damage: +18% lightning / +9% acid It can be used to setup a psionic shield, reducing all damage taken by 103 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind 'Yvidhekira' [power 3] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Changes damage: +9% blight Mental crit. chance: +5% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shimmerknight the voratun torque of mindblast [power 445] (1/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Str Changes resistances penetration: +28% lightning Changes damage: +18% lightning Physical save: +20 (+4 eff.) It can be used to blast the opponent's mind dealing 783 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Lorovor' [power 161] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% mind Changes damage: +15% blight It can be used to setup a psionic shield, reducing all damage taken by 161 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Woewake' [power 128] (1/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +15 (+2 eff.) Changes resistances: +7% arcane / +8% physical Critical mult.: +27.60% Reduces incoming crit damage: 20.70% Physical save: +9 (+2 eff.) Only die when reaching: -80.00 life It can be used to sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Flamerigor [power 128] (1/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes damage: +18% blight Critical mult.: +42.60% Spellpower on spell critical (stacks up to 3 times): +14 Spellpower: +41 (+5 eff.) Mental crit. chance: +8% It can be used to create a shield absorbing up to 221 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Stokegasher' [power 218] (1/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 26% chance to slow global speed by 84% Changes stats: +6 Cun Critical mult.: +26.12% Mental save: +12 (+2 eff.) Maximum psi: +65.29 Resist all after a teleport: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 149 lightning damage and will be dazed for 1 turn (749 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Chalyyarin' [power 350] (1/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances penetration: +25% blight Changes damage: +15% acid Resist all after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 240 lightning damage and will be dazed for 1 turn (1203 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Sofina the Ogre Wanderer3in1 level 73
38th Haze 122nd year of Ascendancy at 10:55 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Sofina the Ogre Wanderer3in1 level 54
2nd Haze 122nd year of Ascendancy at 10:32 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Sofina the Ogre Wanderer3in1 level 8
2nd Mirth 122nd year of Ascendancy at 08:33 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Sofina the Ogre Wanderer3in1 level 51
76th Dusk 122nd year of Ascendancy at 15:16 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Sofina the Ogre Wanderer3in1 level 85
55th Haze 122nd year of Ascendancy at 11:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sofina the Ogre Wanderer3in1 level 32
31st Dusk 122nd year of Ascendancy at 05:13 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Sofina the Ogre Wanderer3in1 level 77
44th Haze 122nd year of Ascendancy at 04:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sofina the Ogre Wanderer3in1 level 22
12nd Dusk 122nd year of Ascendancy at 09:57 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Sofina the Ogre Wanderer3in1 level 33
33rd Dusk 122nd year of Ascendancy at 17:43 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 13
1st Summertide 122nd year of Ascendancy at 21:34 see stats
Infinite x100 (Insane (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 88
59th Haze 122nd year of Ascendancy at 13:01 see stats
Infinite x20 (Insane (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 21
12nd Dusk 122nd year of Ascendancy at 08:24 see stats
Infinite x30 (Insane (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 32
33rd Dusk 122nd year of Ascendancy at 08:44 see stats
Infinite x40 (Insane (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 41
56th Dusk 122nd year of Ascendancy at 19:42 see stats
Infinite x50 (Insane (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 49
72nd Dusk 122nd year of Ascendancy at 23:50 see stats
Infinite x60 (Insane (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 55
6th Haze 122nd year of Ascendancy at 18:44 see stats
Infinite x70 (Insane (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 61
18th Haze 122nd year of Ascendancy at 23:25 see stats
Infinite x80 (Insane (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 70
32nd Haze 122nd year of Ascendancy at 20:02 see stats
Infinite x90 (Insane (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Sofina the Ogre Wanderer3in1 level 78
46th Haze 122nd year of Ascendancy at 11:58 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Sofina the Ogre Wanderer3in1 level 45
67th Dusk 122nd year of Ascendancy at 02:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sofina the Ogre Wanderer3in1 level 10
5th Mirth 122nd year of Ascendancy at 18:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sofina the Ogre Wanderer3in1 level 20
7th Dusk 122nd year of Ascendancy at 12:39 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sofina the Ogre Wanderer3in1 level 30
25th Dusk 122nd year of Ascendancy at 00:28 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Sofina the Ogre Wanderer3in1 level 40
52nd Dusk 122nd year of Ascendancy at 16:46 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Sofina the Ogre Wanderer3in1 level 50
73rd Dusk 122nd year of Ascendancy at 17:09 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Sofina the Ogre Wanderer3in1 level 40
54th Dusk 122nd year of Ascendancy at 02:27 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Sofina the Ogre Wanderer3in1 level 57
11st Haze 122nd year of Ascendancy at 02:07 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Sofina the Ogre Wanderer3in1 level 67
26th Haze 122nd year of Ascendancy at 16:54 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sofina the Ogre Wanderer3in1 level 55
6th Haze 122nd year of Ascendancy at 18:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sofina the Ogre Wanderer3in1 level 24
14th Dusk 122nd year of Ascendancy at 12:31 see stats
The Old Ones (Insane (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Sofina the Ogre Wanderer3in1 level 81
50th Haze 122nd year of Ascendancy at 19:27 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Sofina the Ogre Wanderer3in1 level 27
19th Dusk 122nd year of Ascendancy at 00:18 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Sofina the Ogre Wanderer3in1 level 55
6th Haze 122nd year of Ascendancy at 19:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sofina the Ogre Wanderer3in1 level 21
12nd Dusk 122nd year of Ascendancy at 08:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sofina the Ogre Wanderer3in1 level 16
2nd Flare 122nd year of Ascendancy at 18:25 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Sofina the Ogre Wanderer3in1 level 53
1st Haze 122nd year of Ascendancy at 05:33 see stats
Log
You gain 6.50 gold from the transmogrification of truestriking dwarven-steel mace of daylight (164% power, 4 apr).
You gain 3.63 gold from the transmogrification of steel mace of shearing (143% power, 3 apr).
You gain 12.69 gold from the transmogrification of blazebringer's voratun longsword of evisceration (179% power, 6 apr).
You gain 25.00 gold from the transmogrification of Wintertide (174% power, 10 apr).
You gain 25.00 gold from the transmogrification of Hailorder (178% power, 6 apr).
You gain 25.00 gold from the transmogrification of stralite longsword 'Sunmight' (169% power, 5 apr).
You gain 5.43 gold from the transmogrification of flaming coral trident of evisceration (146% power, 6 apr).
You gain 13.02 gold from the transmogrification of blazebringer's voratun greatsword of crippling (195% power, 4 apr).
You gain 1.95 gold from the transmogrification of acidic stralite greatsword of massacre (197% power, 3 apr).
You gain 17.60 gold from the transmogrification of enhanced steel greatsword of enduring (160% power, 2 apr).
You gain 25.00 gold from the transmogrification of Liseremina the iron greatmaul (154% power, 14 apr).
You gain 18.49 gold from the transmogrification of warbringer's voratun battleaxe of ruin (192% power, 4 apr).
You gain 19.85 gold from the transmogrification of enhanced voratun battleaxe of massacre (208% power, 4 apr).
You gain 7.02 gold from the transmogrification of chilling voratun battleaxe of daylight (191% power, 4 apr).
You gain 5.14 gold from the transmogrification of thought-forged iron battleaxe of corruption (144% power, 1 apr).
You gain 18.58 gold from the transmogrification of void walker's elven-wood magestaff of wizardry (159% power, 5 apr, lightning element).
You gain 7.70 gold from the transmogrification of elven-wood magestaff of channeling (159% power, 5 apr, lightning element).
You gain 6.71 gold from the transmogrification of potent yew magestaff of channeling (162% power, 4 apr, lightning element).
You gain 9.93 gold from the transmogrification of lifebinding yew magestaff of wizardry (153% power, 4 apr, lightning element).
You gain 5.60 gold from the transmogrification of lifebinding yew magestaff (153% power, 4 apr, lightning element).
You gain 10.94 gold from the transmogrification of magewarrior's short ash magestaff of channeling (147% power, 3 apr, lightning element).
You gain 6.87 gold from the transmogrification of cruel ash magestaff of channeling (147% power, 3 apr, lightning element).
You gain 0.50 gold from the transmogrification of ash magestaff (147% power, 3 apr, lightning element).
You gain 9.22 gold from the transmogrification of magewarrior's short elm magestaff of wizardry (140% power, 2 apr, lightning element).
You gain 7.00 gold from the transmogrification of ethereal elm magestaff of greater warding (140% power, 2 apr, lightning element).
You gain 25.00 gold from the transmogrification of Blindbringer (140% power, 2 apr, lightning element).
New Achievement: Infinite x100 (Insane (Adventure) difficulty)!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Sofina vanishes from sight.
The furious lightning storm around Sofina calms down and disappears.




















































































































































































































































































































