











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Maj'Eyal |
| Mode | Insane Semi-Roguelike (mild) |
| Sex | Male |
| Race | Shalore |
| Class | Writhing One |
| Level / Exp | 48 / 7% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
| Strength | 35 (base 19) |
| Dexterity | 44 (base 43) |
| Constitution | 48 (base 25) |
| Magic | 136 (base 60) |
| Willpower | 52 (base 29) |
| Cunning | 55 (base 34) |
Resources
| Life | 1369/1369 |
| Mana | 592/592 |
| Insanity | 0/100 |
| Healing Factor | 1.2678383355185 |
| Regeneration | 0.31695958387964 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +83.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 39.172317758494 |
| See Invisible | 45.172317758494 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 57 |
| Crit Chance | 45% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 39% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Darkness | +105% |
| Temporal | +15% |
| Blight | +45% |
| Cold | +23% |
| Fire | +17% |
| All | +5% |
Offense: Damage Penetration
| Darkness | +83% |
| Temporal | +20% |
| Acid | +5% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 93 (74.946778433524%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 45 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 33%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 48%( 75%) |
| Physical | + 29%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 546 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 67 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. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 8 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Slow death | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| talent | Secrets of the Eternals |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1769. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Kindleserpent (0 def, 10 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: +10 Fatigue: +4% Damage when hit (Melee): 2 fire Changes stats: +6 Mag Changes resistances: +30% darkness / +16% temporal Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +18% cold Lowers spell cool-downs by: 10% Light radius: +3 Infravision radius: +2 Defense after a teleport: +25 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | AirnailPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Str / +6 Mag / +8 Cun Reduces incoming crit damage: 15.00% Spellpower: +11 (+2 eff.) Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eclipsevortex the hardened leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +7 Mag Changes resistances penetration: +25% darkness Maximum vim: +30.00 Spellpower: +30 (+6 eff.) Infravision radius: +3 A cap made of leather. |
| Tool | Duvuromirach the voratun pickaxe (dig speed 23 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +4 Wil Changes resistances: +12% acid Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Maximum life: +84.00 Lowers spell cool-downs by: 10% Mindpower: +15 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Duvavon the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 48% Changes stats: +1 Str Changes resistances: +24% darkness Changes damage: +12% darkness / +5% all Maximum stamina: +30.00 Spellpower: +16 (+3 eff.) Mindpower: +14 (+4 eff.) Rings make your fingers look great! |
| On fingers | Issedin the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +26 Changes stats: +7 Str Changes resistances: +18% nature / +5% arcane Reduces incoming crit damage: 15.00% Blindness immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Glimmerobeisance'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +11 (+2 eff.) Armour: +21 Defense: +14 (+5 eff.) Changes stats: +5 Cun / +8 Wil Changes resistances: +9% light / +5% arcane Damage against: +38% Summoned Reduced damage from: +42% Summoned Critical mult.: +19.00% Physical save: +23 (+8 eff.) A belt that goes around your waist. |
| In main hand | elven-wood starstaff 'Bregolach' (139% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 139% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +6% acid / +32% darkness Talent granted: +1 Command Staff Spellpower: +26 (+5 eff.) Spell crit. chance: +8% Talent on hit(spell): Moonlight Ray (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | voratun gauntlets 'Deepswire' (0 def, 22 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +22 Armour Hardiness: +12% Fatigue: +5% Damage when hit (Melee): 8 lightning Changes stats: +15 Con Changes resistances: +20% darkness / +12% physical Changes resistances penetration: +25% darkness / +15% fire Changes damage: +21% darkness / +12% fire When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag / +5 Cun / +5 Con Changes resistances: +13% all Reduce damage by fixed amount: +30 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.9 Power cost: 13 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Xanerakira the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +8 Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Str / +4 Wil / +2 Cun / +3 Con Changes resistances: +18% darkness / +18% cold Changes resistances penetration: +13% darkness Changes damage: +17% darkness Critical mult.: +21.00% Stealth bonus: +24 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | 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 Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 41 power out of 80/80) : Effective talent level: 1.0 Power cost: 41 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. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 180; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the duelist (heal 147; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the psychic (heal 191; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 185; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 322; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 322 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the sneak (heal 545; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 545 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 611; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 611 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. Press to compare to your current inscriptions |
wild infusion of the wizard (res 47%; magical, physical; dur 2; 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 47% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the duelist (range 7; phase 20; cd 10)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: 7 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 182; dur 5; cd 14)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 322; dur 4; cd 14)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 573; dur 5; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 30; blocks 5; dur 4; cd 13)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 5 times. 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. |
stormshield rune of the sneak (threshold 67; blocks 5; dur 4; cd 14)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 67 up to 5 times. 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. |
stormshield rune of the warrior (threshold 34; blocks 6; dur 4; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 6 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 258 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Isulaith the CinderbornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Physical power: +10 (+2 eff.) Armour: +6 Damage when hit (Melee): 10 physical Changes resistances: +1% physical Changes damage: +9% fire / +3% physical Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 316 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Dimworth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +1 Str Changes resistances: +15% cold / +14% fire / +1% physical Changes damage: +12% physical Critical mult.: +5.00% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 422 strength, based on Magic) for 5 turns Activation costs 20 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 422 strength, based on Magic) for 5 turns Activation costs 20 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 422 strength, based on Magic) for 5 turns Activation costs 20 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Starbliss the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes stats: +4 Dex / +3 Mag / +3 Cun Changes resistances: +15% mind / +9% cold Changes damage: +18% light / +7% physical Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Noonwaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +3 Wil / +6 Cun / +4 Con Changes resistances: +12% light Changes damage: +21% mind Life regen: +3.00 Stamina each turn: +1.10 Equilibrium when hit: +0.12 Mindpower: +30 (+10 eff.) Mental crit. chance: +4% Movement speed: +10% Amulets make your neck look great! |
Ulabar the ShimmerbloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str Changes resistances: +27% lightning Changes resistances penetration: +29% cold / +25% arcane / +29% fire Changes damage: +35% lightning / +12% fire / +9% cold Amulets make your neck look great! |
Zubylenne the GalebloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +35 (+6 eff.) Armour: +6 Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +2 Dex Changes resistances: +26% lightning Changes resistances penetration: +20% lightning Changes damage: +9% mind Stun/Freeze immunity: +42% Stamina each turn: +3.00 Mana when firing critical spell: +2.34 Damage Shield penetration: +35% Amulets make your neck look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gold ring 'Eilinuth'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +15% mind Mental save: +9 (+5 eff.) Blindness immunity: +58% Disarm immunity: +31% Pinning immunity: +30% Knockback immunity: +25% Maximum life: +24.00 Maximum hate: +4.00 Mindpower: +10 (+3 eff.) Infravision radius: +9 See stealth: +20 See invisible: +22 Rings make your fingers look great! |
Betirialle the OozemightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +6 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% nature Changes damage: +15% nature Stun/Freeze immunity: +44% Life regen: +8.00 Mana each turn: +0.16 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Rings make your fingers look great! |
DayravenPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage (Melee): 7 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 30 Damage (Ranged): 13 physical Changes stats: +19 Cun / +3 Mag Changes resistances: +5% arcane Changes damage: +9% light / +3% arcane Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +8 (+1 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
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 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 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. |
Umbrasun the yew vilestaff (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% 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: Defense: +30 (+10 eff.) Changes stats: +2 Mag Changes resistances: +5% physical Changes resistances penetration: +10% darkness Changes damage: +20% blight / +24% darkness / +6% nature Talent granted: +1 Command Staff Mana each turn: +0.38 Spellpower: +23 (+4 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 25 turns. Staves designed for wielders of magic, by the greats of the art. |
Abyssfist the elven-wood starstaff (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% 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: Damage (Melee): 27 fire Changes resistances: +15% fire Changes damage: +25% temporal / +25% darkness / +25% physical / +21% fire / +9% arcane / +25% light Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +40 (+8 eff.) Spell crit. chance: +4% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
Voidraze the elven-wood magestaff (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% 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: Damage when hit (Melee): 8 blight Changes stats: +8 Str / +3 Dex / +6 Cun / +5 Con Changes damage: +12% blight / +25% cold / +33% darkness Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +15% Light radius: +3 See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Momagas' (129% power, 5 apr, fire element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% 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 resistances: +18% acid Changes resistances penetration: +15% blight Changes damage: +9% acid / +25% fire / +24% mind / +24% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +42 (+8 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
stralite dagger 'Ce'Niyatha' (137% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +30% Damage (Melee): +13 nature When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 2 blight Changes stats: +4 Mag Changes damage: +3% arcane Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+4 eff.) Sharp, short and deadly. |
VelomiraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +4 Cun / +6 Con / +9 Lck Changes damage: +9% acid / +9% arcane Trap disarming bonus: +30 Stealth bonus: +13 Mental save: +15 (+8 eff.) Maximum life: +67.00 Maximum vim: +10.00 Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
XanotiraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Defense: +35 (+12 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +11 Mag / +11 Wil Changes resistances: +15% mind / +5% arcane Changes damage: +6% arcane Stealth bonus: +12 Physical save: +25 (+8 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
Charoozer (2 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +7.0% Physical power: +15 (+3 eff.) Armour: +16 Defense: +2 (+1 eff.) Changes resistances: +18% fire / +21% cold Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkcast of the Blightspawn (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects when hit in melee: * 46% chance to reduce strength, dexterity, and constitution by 37 * 50% chance to reduce damage dealt by 25% Changes resistances: +30% cold / +43% darkness / +6% light Changes resistances penetration: +15% acid / +16% darkness / +10% light Changes damage: +29% darkness / +6% light Stealth bonus: +22 Maximum life: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerurata (0 def, 11 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +4 Armour: +11 Changes stats: +8 Str / +4 Mag / +3 Wil Changes damage: +9% blight / +12% physical Only die when reaching: -80.00 life It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
pair of drakeskin leather boots 'Nightwrack' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 6 nature / 4 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +11% fire / +11% cold Changes damage: +6% nature / +3% darkness Stamina each turn: +0.60 Maximum life: +56.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. |
Kydevon the Nightquarry (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +7% lightning / +6% temporal / +3% darkness Changes resistances penetration: +25% darkness Changes damage: +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Arelrassra' (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +2% Changes resistances: +16% lightning / +7% temporal / +6% darkness Only die when reaching: -80.00 life Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cleansewrack (0 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +20 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Mag Changes resistances: +8% fire / +9% nature / +9% cold Physical save: +6 (+2 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emudhetira (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +12 Fatigue: +3% Changes stats: +4 Str Changes resistances: +15% acid Changes damage: +15% blight Spell save: +6 (+2 eff.) Disarm immunity: +20% Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Glowshine (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +4 Dex / +9 Mag Changes damage: +15% light Spellpower: +30 (+6 eff.) Light radius: +3 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
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 resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning 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. |
Scaldripper (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +10 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +4 Str Changes resistances: +5% arcane / +18% fire Changes damage: +3% fire Mental save: +16 (+8 eff.) Maximum life: +109.00 When used to modify unarmed attacks: Power: 158% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Berurab the Abysswrack (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances: +11% lightning / +7% temporal / +6% fire Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
Hathuchak the Taintgasher (20 def, 20 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +20 Defense: +20 (+7 eff.) Fatigue: +5% Changes stats: +8 Dex / +8 Wil Changes resistances: +15% nature / +29% blight Changes damage: +6% nature Mental save: +15 (+8 eff.) Infravision radius: +4 A cap made of leather. |
Mardoyahor the dwarven-steel helm (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +7% fire / +9% cold Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravenfury (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +9 Str / +8 Lck / +4 Con Changes resistances: +6% light Changes resistances penetration: +5% darkness Changes damage: +15% darkness Spell crit. chance: +4% Mental crit. chance: +4% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
914 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. |
Pitchspiker the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +3 Cun / +3 Con Changes resistances penetration: +15% lightning Changes damage: +15% darkness Critical mult.: +20.00% Physical save: +16 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +16 (+8 eff.) Mindpower: +20 (+6 eff.) Mental crit. chance: +8% Light radius: +4 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 Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 332.17 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 332.17 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 332.17 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +8 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 79). It can be used to release absorbed darkness in a 8 radius cone with a 80% chance to blind (based on lite radius), dealing 371.13 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 21 power out of 25/25) : Effective talent level: 2.0 Power cost: 21 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 205.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 205.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Squalorpower' (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +5 Cun Changes resistances: +9% nature / +6% temporal Changes damage: +15% fire / +10% mind / +3% nature Mental save: +13 (+7 eff.) Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 295/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Hazeswift the iron torque of psionic shield [power 23] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% mind / +9% cold It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Ce'Nytha the dwarven-steel torque of mindblast [power 225] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +6 Wil Critical mult.: +10.00% It can be used to blast the opponent's mind dealing 236 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Burnrigor [power 370] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +16 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +12% fire Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 388 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Cracklenull' [power 131] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +18% lightning Changes resistances penetration: +25% arcane / +15% lightning Changes damage: +30% arcane / +12% temporal It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Velokira the Deepsquell [power 48] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +20% darkness Changes resistances penetration: +10% arcane Changes damage: +18% darkness Maximum mana: +80.00 Spell crit. chance: +3% Damage Shield penetration: +30% It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Cuthodar [power 69] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Defense: +25 (+8 eff.) Changes resistances: +18% darkness / +7% physical Physical save: +9 (+3 eff.) Silence immunity: +23% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
Dagohad the Blazewinter [power 69] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% light Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +50.00 Spellpower: +30 (+6 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Lord Buldge the Shalore Writhing One level 32
67th Haze 122nd year of Ascendancy at 13:16 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Lord Buldge the Shalore Writhing One level 37
80th Haze 122nd year of Ascendancy at 14:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Lord Buldge the Shalore Writhing One level 36
78th Haze 122nd year of Ascendancy at 21:11 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lord Buldge the Shalore Writhing One level 41
4th Regrowth 123rd year of Ascendancy at 11:56 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Lord Buldge the Shalore Writhing One level 41
9th Allure 123rd year of Ascendancy at 13:42 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Lord Buldge the Shalore Writhing One level 38
4th Decay 122nd year of Ascendancy at 11:21 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Lord Buldge the Shalore Writhing One level 39
3rd Allure 123rd year of Ascendancy at 20:22 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Lord Buldge the Shalore Writhing One level 33
73rd Haze 122nd year of Ascendancy at 04:41 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Lord Buldge the Shalore Writhing One level 44
68th Regrowth 123rd year of Ascendancy at 12:18 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lord Buldge the Shalore Writhing One level 23
66th Dusk 122nd year of Ascendancy at 14:12 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Lord Buldge the Shalore Writhing One level 23
12nd Haze 122nd year of Ascendancy at 06:51 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Lord Buldge the Shalore Writhing One level 39
9th Decay 122nd year of Ascendancy at 11:58 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lord Buldge the Shalore Writhing One level 28
19th Haze 122nd year of Ascendancy at 16:22 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lord Buldge the Shalore Writhing One level 43
4th Regrowth 123rd year of Ascendancy at 20:38 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Lord Buldge the Shalore Writhing One level 31
30th Haze 122nd year of Ascendancy at 06:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lord Buldge the Shalore Writhing One level 10
6th Mirth 122nd year of Ascendancy at 08:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lord Buldge the Shalore Writhing One level 20
59th Dusk 122nd year of Ascendancy at 10:00 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lord Buldge the Shalore Writhing One level 30
23rd Haze 122nd year of Ascendancy at 14:05 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Lord Buldge the Shalore Writhing One level 40
3rd Allure 123rd year of Ascendancy at 20:22 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Lord Buldge the Shalore Writhing One level 30
29th Haze 122nd year of Ascendancy at 16:39 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Lord Buldge the Shalore Writhing One level 44
46th Regrowth 123rd year of Ascendancy at 09:16 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Lord Buldge the Shalore Writhing One level 30
24th Haze 122nd year of Ascendancy at 04:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Lord Buldge the Shalore Writhing One level 31
64th Haze 122nd year of Ascendancy at 15:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lord Buldge the Shalore Writhing One level 22
65th Dusk 122nd year of Ascendancy at 11:27 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Lord Buldge the Shalore Writhing One level 40
4th Allure 123rd year of Ascendancy at 07:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lord Buldge the Shalore Writhing One level 11
9th Mirth 122nd year of Ascendancy at 12:26 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Lord Buldge the Shalore Writhing One level 44
20th Regrowth 123rd year of Ascendancy at 04:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lord Buldge the Shalore Writhing One level 11
10th Mirth 122nd year of Ascendancy at 23:27 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Lord Buldge the Shalore Writhing One level 44
30th Regrowth 123rd year of Ascendancy at 02:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lord Buldge the Shalore Writhing One level 22
66th Dusk 122nd year of Ascendancy at 09:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lord Buldge the Shalore Writhing One level 16
46th Dusk 122nd year of Ascendancy at 07:53 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lord Buldge the Shalore Writhing One level 36
78th Haze 122nd year of Ascendancy at 09:50 see stats
Log
You gain 1.66 gold from the transmogrification of regeneration infusion (heal 389; 16 cd).
You gain 0.71 gold from the transmogrification of healing infusion (heal 71; cd 11).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
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There is a Entrance into Telmur, tower of Telos here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 7th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Lord Buldge no longer seems to be in sync with his ally.
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Today is the 8th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 9th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:56.
Today is the 10th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:05.
There is a Way to a strange portal here (press '' or right click to use).
--------------------------------
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.




























































































































