Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5g: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.4.5Quality 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. Hulk! 1.4.8 Items Vault 1.4.8Donators/Buyers bonus! 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. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Archmage |
Level / Exp | 40 / 83% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1074 (base 60) |
Dexterity | 1068 (base 60) |
Constitution | 1064 (base 60) |
Magic | 1071 (base 60) |
Willpower | 1067 (base 60) |
Cunning | 1074 (base 60) |
Resources
Mana | 6438/6438 |
Psi_feedback | 86/585 |
Life | 653439/653447 |
Stamina | 3640/3640 |
Equilibrium | 0 |
Healing Factor | 1.31 |
Regeneration | 13338.42 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +205% |
Spell | +200% |
Global | +395% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 709 |
Accuracy | 244 |
Crit Chance | 693% |
APR | 170 |
Speed | 0.33 |
Offense: Offhand
Damage | 367 |
Accuracy | 244 |
Crit Chance | 685% |
APR | 168 |
Speed | 0.33 |
Offense: Spell
Spellpower | 71.666666666667 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 86.05 |
Offense: Mind
Mindpower | 224 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 157.5 (100%) |
Defense | 202 |
Ranged Defense | 203 |
Fatigue | 0 |
Physical Save | 241 |
Spell Save | 237 |
Mental Save | 237 |
Defense: Resistances
All | + 78%(100%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
detrimental effect | Huge cut that bleeds, doing 58.03 physical damage per turn. Bleeding |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You abandoned injured seer to death. Escort: injured seer (level 14 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 19 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by stone troll. Escort: lost anorithil (level 7 of Infinite Dungeon) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 6 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 10 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 8 of Infinite Dungeon) | failed |
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
On feet | pair of drakeskin leather boots 'Arada' (6 def, 5 armour) pair of drakeskin leather boots 'Arada' (6 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: -3% Changes stats: +3 Str / +3 Con Critical mult.: +6.00% Physical save: +6 (+0 eff.) Stamina each turn: +0.60 Maximum life: +47.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Curewyrd' (2 def, 0 armour) cashmere wizard hat 'Curewyrd' (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +3 Cun / +2 Wil Changes resistances: +7% blight / +18% fire / +7% nature / +3% acid Changes resistances penetration: +5% nature Changes damage: +6% nature / +12% fire Mental save: +16 (+1 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +4% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1399 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | voratun pickaxe 'Relgikor' (dig speed 20 turns) voratun pickaxe 'Relgikor' (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +12 Str / +5 Mag / +2 Cun / +1 Con Lowers spell cool-downs by: 10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+0 eff.) Rings can have magical properties. |
On fingers | sneakthief's steel ring of life sneakthief's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +4 Dex Life regen: +0.70 Maximum life: +61.00 Healing mod.: +15% Rings can have magical properties. |
Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Defense: +11 (+1 eff.) Stealth bonus: +5 Spell save: +6 (+0 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Orc Feller (Shrouds) (45-58.5 power, 11 apr) Orc Feller (Shrouds) (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Shrouds During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +5 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Ivalramira the voratun dagger (Misfortune) (49.5-64.35 power, 9 apr) Ivalramira the voratun dagger (Misfortune) (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +12% acid / +10% fire / +14% lightning / +14% cold Changes resistances penetration: +11% mind / +10% darkness Physical save: +25 (+2 eff.) Spell save: +12 (+1 eff.) Mental crit. chance: +7% Curse of Misfortune Sharp, short and deadly. |
Cloak | elven-silk cloak 'Gloombreacher' (33 def, 0 armour) elven-silk cloak 'Gloombreacher' (33 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 (+3 eff.) Changes stats: +1 Wil / +1 Con Changes resistances: +9% acid / +12% darkness / +9% fire / +9% cold / +9% lightning Changes resistances penetration: +10% darkness Physical save: +30 (+2 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 | troll-hide cured leather armour of the wind (11 def, 4 armour) troll-hide cured leather armour of the wind (11 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Armour: +4 Defense: +11 (+1 eff.) Fatigue: +7% Life regen: +6.80 Stamina each turn: +0.90 Healing mod.: +16% Chance to avoid any damage: +6% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Inventory
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 113 over 5 turns)regeneration infusion (heal 113 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 81; power 241; dur 4) phase door rune of the sneak (range 81; power 241; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 241%, your defense is increased by 241 and all your resistances by 241%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (473 lightning damage)lightning rune (473 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 157.83 to 473.48 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 630 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
elm vilestaff (Misfortune) (10-12 power, 2 apr, fire element) elm vilestaff (Misfortune) (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short ash magestaff of blasting (Corpses) (15-18 power, 3 apr, lightning element)magewarrior's short ash magestaff of blasting (Corpses) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +19 (+1 eff.) Spell crit. chance: +12% Curse of Corpses It can be used to unleash an elemental blastwave, dealing 451.63 to 541.95 lightning damage in a radius 3 around the user, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen elven-wood vilestaff of channeling (Nightmares) (25-30 power, 5 apr, fire element)earthen elven-wood vilestaff of channeling (Nightmares) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +10% Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Mana each turn: +0.20 Spellpower: +24 (+1 eff.) Spell crit. chance: +4% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone magestaff of channeling (Corpses) (30-36 power, 6 apr, cold element)greater dragonbone magestaff of channeling (Corpses) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Mana each turn: +0.38 Spellpower: +31 (+1 eff.) Spell crit. chance: +5% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel battleaxe of shearing (Nightmares) (32-48 power, 2 apr)chilling dwarven-steel battleaxe of shearing (Nightmares) (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Armour penetration: +16 Changes resistances penetration: +13% physical Changes damage: +13% physical Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel greatmaul of massacre (Nightmares) (58.5-87.75 power, 2 apr)plaguebringer's dwarven-steel greatmaul of massacre (Nightmares) (58.5-87.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 13% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +34% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. insidious stralite greatsword of erosion (Corpses) (50-80 power, 3 apr)insidious stralite greatsword of erosion (Corpses) (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +70 insidious poison / +19 temporal / +20 nature Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic blue-steel trident of crippling (Madness) (18-28.8 power, 8 apr)acidic blue-steel trident of crippling (Madness) (18-28.8 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +13 acid When wielded/worn: Physical crit. chance: +13.0% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. hateful blue-steel trident of projection (Misfortune) (20-32 power, 8 apr)hateful blue-steel trident of projection (Misfortune) (20-32 power, 8 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Damage (Melee): +16 mind / +13 darkness Damage against: +13% Living Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. caustic deep-steel trident of projection (Corpses) (27.5-44 power, 10 apr)caustic deep-steel trident of projection (Corpses) (27.5-44 power, 10 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 26% chance to corrode armour Damage (Melee): +19 mind When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. steel mace of corruption (Corpses) (15-21 power, 3 apr)steel mace of corruption (Corpses) (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 8% chance to inflict damage reduction * 20% chance to curse the target Curse of Corpses Blunt and deadly. |
Gille the dwarven-steel mace (Nightmares) (32.5-45.5 power, 4 apr) Gille the dwarven-steel mace (Nightmares) (32.5-45.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+0 eff.) Changes resistances: +3% acid / +1% physical / +6% temporal Cut immunity: +15% Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of shearing (Madness) (45.5-63.7 power, 6 apr)plaguebringer's voratun mace of shearing (Madness) (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 8% chance to disease Damage (Melee): +5 blight When wielded/worn: Armour penetration: +12 Changes resistances penetration: +9% physical Changes damage: +11% physical Disease immunity: +24% Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace of massacre (Madness) (53.5-74.9 power, 6 apr)warbringer's voratun mace of massacre (Madness) (53.5-74.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +14% physical Disarm immunity: +22% Curse of Madness Blunt and deadly. |
Isutta the dwarven-steel waraxe (Misfortune) (20-28 power, 4 apr) Isutta the dwarven-steel waraxe (Misfortune) (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +15 temporal Burst (radius 1) on hit: +4 acid When wielded/worn: Damage when hit (Melee): 8 acid / 10 temporal Changes resistances: +3% acid / +13% temporal Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of erosion (Shrouds) (18.5-25.9 power, 4 apr)insidious dwarven-steel waraxe of erosion (Shrouds) (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +27 insidious poison / +10 temporal / +8 nature Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel waraxe of crippling (Misfortune) (22-30.8 power, 4 apr)thunderous dwarven-steel waraxe of crippling (Misfortune) (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +11% lightning Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic stralite waraxe of shearing (Corpses) (31.5-44.1 power, 5 apr)acidic stralite waraxe of shearing (Corpses) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Armour penetration: +13 Changes resistances penetration: +12% physical Changes damage: +8% physical Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental stralite waraxe of amnesia (Misfortune) (30-42 power, 5 apr)elemental stralite waraxe of amnesia (Misfortune) (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +10% lightning / +13% cold Curse of Misfortune One-handed war axes. |
Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr) Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. blooming vined mindstar of storms (Corpses) (5-5.5 power, 18 apr, mind damage)blooming vined mindstar of storms (Corpses) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +10% lightning Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +23 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mage-hunter's dwarven-steel steamgun (Shrouds)mage-hunter's dwarven-steel steamgun (Shrouds) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 manaburn arcane Changes stats: +3 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +8 (+0 eff.) Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mage-hunter's cured leather sling of true flight (Corpses)mage-hunter's cured leather sling of true flight (Corpses) Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +8.0% Effects on ranged hit: * 11 arcane resource burn Changes stats: +3 Cun / +3 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 (+0 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of amnesia (11/20, 23-27.6 power, 2 apr)hateful pouch of steel shots of amnesia (11/20, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +10 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of crushing (6 def, 2 armour, 38.5 block)flaming steel shield of crushing (6 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. The Black Wall (12 def, 9 armour, 200 block)The Black Wall (12 def, 9 armour, 200 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+1 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level. Bindings of Eternal Night (12 def, 12 armour)Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of the mind (+10%) (0 def, 0 armour) shimmering linen robe of the mind (+10%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind / +11% arcane Maximum mana: +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of the mountain (+10%) (0 def, 0 armour) slimy linen robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Changes resistances: +10% physical Changes damage: +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 1095.91 to 1369.89 physical damage (based on Willpower and Cunning) with knockback, costing 7 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of protection (6 def, 3 armour)ancient cashmere robe of protection (6 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +5 Mag Changes resistances penetration: +10% temporal / +8% physical Changes damage: +12% temporal / +9% physical Physical save: +16 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of Linaniil (2 def, 0 armour)cashmere robe of Linaniil (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Mana each turn: +0.13 Maximum mana: +66.00 Spellpower: +21 (+1 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed silk robe of power (9 def, 6 armour)sunsealed silk robe of power (9 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Changes stats: +7 Mag Changes resistances: +13% light / +12% darkness Changes damage: +13% light / +15% all Maximum life: +56.00 Spellpower: +15 (+1 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked cured leather armour of fire resistance (2 def, 4 armour) spiked cured leather armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour of command (22 def, 12 armour)nimble reinforced leather armour of command (22 def, 12 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +22 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +8% Changes stats: +4 Dex / +4 Cun Mental save: +20 (+2 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of implacability (5 def, 37 armour)impenetrable voratun mail armour of implacability (5 def, 37 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +37 Defense: +5 (+1 eff.) Fatigue: +11% Physical save: +15 (+1 eff.) A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+1 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of valiancespiritwalker's hardened leather belt of valiance Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Mental save: +10 (+1 eff.) Mana each turn: +0.40 Maximum life: +72.00 Maximum mana: +36.00 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +2 Str / +2 Con Physical save: +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+0 eff.) It can be used to activate talent Stone Wall (costing 38 power out of 60/60) : Effective talent level: 1.3 Power cost: 38 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 242.01 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +1% Changes resistances: +5% fire / +6% cold A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) 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.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 32 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. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. dreamer's pair of hardened leather boots of strife (0 def, 3 armour)dreamer's pair of hardened leather boots of strife (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Physical save: +11 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 215 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Murkdredge' (0 def, 5 armour)pair of drakeskin leather boots 'Murkdredge' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -4% Damage when hit (Melee): 12 darkness / 8 mind Changes stats: +14 Lck / +4 Dex Changes resistances: +3% blight / +12% mind / +3% darkness Changes resistances penetration: +15% blight Stealth bonus: +14 Maximum encumbrance: +40 Physical save: +13 (+1 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Eilinylaith the pair of voratun boots (10 def, 5 armour)Eilinylaith the pair of voratun boots (10 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +4% Changes stats: +5 Con / +7 Wil Changes resistances penetration: +15% acid / +10% physical Changes damage: +9% arcane / +6% blight Physical save: +13 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +14 (+1 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +1% Mindpower: +8 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 184 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. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Cinderbone' (0 def, 5 armour)pair of voratun boots 'Cinderbone' (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +6 Wil / +6 Cun / +10 Con Changes resistances: +2% physical Changes resistances penetration: +9% physical Changes damage: +3% fire Physical save: +19 (+1 eff.) Mental save: +21 (+2 eff.) Maximum stamina: +10.00 Spellpower: +5 (+0 eff.) Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 215 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. |
This item will automatically be transmogrified when you leave the level. Shimmerquell (0 def, 3 armour)Shimmerquell (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 14 nature Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +10 Wil / +9 Con Changes resistances: +10% nature / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +10% nature / +6% lightning Talent mastery: +0.40 Technique / Grappling Disarm immunity: +78% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of fire (+15%) (1 def, 0 armour) linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere wizard hat of arcana (2 def, 0 armour)fearwoven cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +12% darkness / +11% physical Changes damage: +10% darkness / +11% physical Maximum hate: +8.00 Spellpower: +5 (+0 eff.) Mindpower: +7 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather cap of might (0 def, 3 armour)cleansing hardened leather cap of might (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con Changes resistances: +9% nature / +9% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of the bounder (0 def, 3 armour)hardened leather cap of the bounder (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. werebeast's hardened leather cap of trickery (0 def, 3 armour)werebeast's hardened leather cap of trickery (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +7 Dex / +7 Cun / +3 Con Changes resistances: -22% light Life regen: +3.70 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. defender's dwarven-steel helm of the bounder (6 def, 11 armour)defender's dwarven-steel helm of the bounder (6 def, 11 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +7 Str / +7 Dex Changes resistances: +4% all Physical save: +11 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 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. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Voreba [power 31] (15 cooldown) Voreba [power 31] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Cun / +2 Mag Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Reduces incoming crit damage: 5.00% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 31 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
defiled ash wand of conjuration [power 145] (7 cooldown) defiled ash wand of conjuration [power 145] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to fire a bolt of a random element with (base) damage 72 to 145, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By sportsmaster the Hulk Archmage level 9
74th Pyre 122nd year of Ascendancy at 23:58 see stats
By sportsmaster the Hulk Archmage level 24
76th Pyre 122nd year of Ascendancy at 02:34 see stats
By sportsmaster the Hulk Archmage level 39
77th Pyre 122nd year of Ascendancy at 13:54 see stats
By sportsmaster the Hulk Archmage level 10
75th Pyre 122nd year of Ascendancy at 00:42 see stats
By sportsmaster the Hulk Archmage level 20
75th Pyre 122nd year of Ascendancy at 20:32 see stats
By sportsmaster the Hulk Archmage level 30
76th Pyre 122nd year of Ascendancy at 15:49 see stats
By sportsmaster the Hulk Archmage level 40
77th Pyre 122nd year of Ascendancy at 18:13 see stats
By sportsmaster the Hulk Archmage level 17
75th Pyre 122nd year of Ascendancy at 16:38 see stats
By sportsmaster the Hulk Archmage level 9
75th Pyre 122nd year of Ascendancy at 00:18 see stats
By sportsmaster the Hulk Archmage level 3
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By sportsmaster the Hulk Archmage level 17
75th Pyre 122nd year of Ascendancy at 16:38 see stats
By sportsmaster the Hulk Archmage level 4
74th Pyre 122nd year of Ascendancy at 11:39 see stats
By sportsmaster the Hulk Archmage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Runed bone giant's Earthen Missiles hits sportsmaster for 6 physical, 13 healing, 1 physical, 2 healing (7 total damage) [15 healing].
sportsmaster HEALS from physical damage!
Bleeding from Runed bone giant hits sportsmaster for 3 physical, 7 healing (3 total damage) [7 healing].
Skeleton master archer shoots!
Islenn the pyromancer casts Frozen Ground.
Sportsmaster shrugs off the effect 'Frozen Feet'!
Skeleton master archer's Shoot misses sportsmaster.
sportsmaster HEALS from cold damage!
Islenn the pyromancer hits Runed bone giant for 288 cold damage.
Islenn the pyromancer hits sportsmaster for 182 cold, 29 healing (182 total damage) [29 healing].
Sportsmaster switches her weapons to: Orc Feller (Shrouds)
Ivalramira the voratun dagger (Misfortune).
Runed bone giant casts Manathrust.
sportsmaster HEALS from arcane damage!
Runed bone giant hits sportsmaster for 13 arcane, 27 healing (13 total damage) [27 healing].
sportsmaster HEALS from physical damage!
Bleeding from Runed bone giant hits sportsmaster for 3 physical, 7 healing (3 total damage) [7 healing].
Sportsmaster switches her weapons to: unarmed.
Skeleton master archer shoots!
sportsmaster HEALS from physical damage!
sportsmaster HEALS from fire damage!
Skeleton master archer's Shoot hits sportsmaster for 9 physical, 20 healing, 0 fire, 4 healing (9 total damage) [24 healing].
Sportsmaster switches her weapons to: Orc Feller (Shrouds)
Ivalramira the voratun dagger (Misfortune).
Runed bone giant stops surging mana.
Islenn the pyromancer casts Invoke Darkness.
Islenn the pyromancer's spell attains critical power!
Sportsmaster shrugs off the critical damage!
sportsmaster HEALS from darkness damage!
Islenn the pyromancer hits sportsmaster for 57 darkness, 48 healing (57 total damage) [48 healing].
Sportsmaster stops bleeding.