






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official 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:
Extra Dungeons 1.5.5In 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: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Embers of Rage 1.5.0Official 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:
Quick Drown NPCs AOE 1.5.10 Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Superhuman |
| Class | Brawler |
| Level / Exp | 43 / 61% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 30) |
| Dexterity | 40 (base 30) |
| Constitution | 20 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 70 (base 30) |
Resources
| Life | 16754/16754 |
| Stamina | 911/911 |
| Healing Factor | 1.2589473684211 |
| Regeneration | 112.67578947368 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +230% |
| Spell | +200% |
| Global | +410% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 30 |
| See Invisible | 23 |
Offense: Barehand
| Damage | 121 |
| Accuracy | 80 |
| Crit Chance | 47% |
| APR | 156 |
| Speed | 0.32 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 44% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 81.9 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 38% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +84% |
| Blight | +84% |
| Arcane | +106% |
| Cold | +84% |
| All | 0% |
| Mind | +84% |
| Lightning | +99% |
| Light | +84% |
| Temporal | +84% |
| Physical | +92% |
| Darkness | +84% |
| Fire | +139% |
| Nature | +84% |
Offense: Damage Penetration
| Acid | +84% |
| Blight | +84% |
| Arcane | +84% |
| Cold | +84% |
| All | 0% |
| Mind | +84% |
| Lightning | +109% |
| Light | +84% |
| Temporal | +84% |
| Physical | +84% |
| Darkness | +84% |
| Fire | +104% |
| Nature | +84% |
Defense: Base
| Armour (hardiness) | 159 (100%) |
| Defense | 83 |
| Ranged Defense | 84 |
| Fatigue | 8 |
| Physical Save | 154 |
| Spell Save | 155 |
| Mental Save | 155 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +126%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 42% |
| Stoning Resistance | 0% |
| Confusion Resistance | 100% |
| Poison Resistance | 42% |
| Blind Resistance | 39% |
| Disarm Resistance | 100% |
| Teleport Resistance | 42% |
| Pinning Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 76% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Pugilism | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: Random Artifact: Shinerupture | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 25)You completed the challenge and received: Random Artifact: Blastsin (7 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26)You completed the challenge and received: Random Artifact: Voidkarma (25-30 power, 5 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Layorekira (5-5.5 power, 18 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38)You completed the challenge and received: Random Artifact: Voidtickler | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 22) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 35) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 7) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 13)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 20)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 32)You completed the challenge and received: Random Artifact: Silida (30.5-42.7 power, 5 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 39)You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 21) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 31) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 33) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6) | failed |
Leave the level in less than 105 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (105) (Level 29)Turns left: -1 | failed |
Leave the level in less than 117 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (117) (Level 37)Turns left: -1 | failed |
Leave the level in less than 57 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (57) (Level 15)Turns left: -1 | failed |
Leave the level in less than 81 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (81) (Level 40)Turns left: -1 | failed |
Leave the level in less than 99 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (99) (Level 8)Turns left: -1 | 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
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | stralite ring 'Lisugatta'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +7 Cun / +7 Str Changes damage: +12% arcane Spell save: +9 (+1 eff.) Disarm immunity: +37% Pinning immunity: +27% Knockback immunity: +34% Mana when firing critical spell: +4.00 Hate when firing a critical mind attack: +3.00 Maximum life: +44.00 Maximum hate: +12.00 Spell crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 can have magical properties. |
| On fingers | BoltwireInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +12% acid / +12% fire / +9% lightning Changes resistances penetration: +25% lightning Changes damage: +15% lightning Life regen: +0.50 Maximum life: +80.00 Healing mod.: +18% Rings can have magical properties. |
| Main armor | Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| On feet | Tempestbone (7 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +4% Changes stats: +3 Str / +4 Mag / +3 Wil / +3 Cun Changes resistances: +6% lightning Reduces incoming crit damage: 15.00% Mana each turn: +0.31 Maximum mana: +48.00 Spell crit. chance: +3% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +39% Confusion immunity: +21% Maximum life: +61.00 Light radius: +9 See stealth: +18 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 177.04 fire and 142.23 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Inventory
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
heroism infusion of the warrior (+13 for 9 turns, die at -323)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -323 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 7; power 31; dur 5) 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 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. Press to compare to your current inscriptions |
phase door rune of the titan (range 9; power 29; dur 5)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 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 11; power 32; 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 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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 ability. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 113)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 13 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 13 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
Belonne the TempestquencherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to daze at end of turn Changes stats: +3 Mag Changes resistances: +3% blight Changes resistances penetration: +10% lightning / +5% blight Changes damage: +6% acid / +5% fire / +5% cold / +5% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
protective stralite amulet of perfection (0.34 Technique / Combat techniques,0.34 Technique / Conditioning)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Changes resistances cap: +5% all Talent masteries: +0.34 Technique / Combat techniques +0.34 Technique / Conditioning Physical save: +15 (+2 eff.) Amulets can have magical properties. |
Elenemaharandil the voratun amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +20 Changes stats: +3 Dex Changes resistances: +18% blight / +3% fire / +14% nature Poison immunity: +22% Disease immunity: +29% Teleport immunity: +15% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Moldbutcher Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +13 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +4 Str / +9 Dex / +2 Mag / +1 Wil / +16 Cun Changes resistances: +6% nature Hate when firing a critical mind attack: +1.00 Maximum hate: +12.00 Spellpower: +8 (+2 eff.) Mindpower: +12 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.yew magestaff 'Beolegar' (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +30 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Grinuyon the dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 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 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Defense: +17 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 13% chance to blind Changes resistances: +12% nature Changes damage: +30% lightning Talent granted: +1 Command Staff Mental save: +6 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 149.45 light damage. 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 invocation (30-36 power, 6 apr, fire 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 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 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 50.02 to 60.02 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, fire 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage (Melee): 24 fire Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +2 Ward +1 Command Staff Critical mult.: +27.00% Spellpower: +21 (+5 eff.) Spell crit. chance: +5% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Hellsweep (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Slows global speed by 17% * leeches stamina from the target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +28.0% Physical power: +24 (+5 eff.) Damage when hit (Melee): 20 nature slow / 4 fire Changes resistances: +9% fire Changes resistances penetration: +15% mind Changes damage: +9% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Boltbore the voratun greatmaul (78.5-117.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances penetration: +25% nature Changes damage: +15% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Dethblyd (70-112 power, 18 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level.acidic voratun greatsword of massacre (79.5-127.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic voratun longsword of daylight (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +8 light Damage against: +16% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.elemental voratun longsword of rage (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Str Changes resistances penetration: +10% acid / +12% fire / +12% lightning / +7% cold Changes damage: +10% physical Stamina when hit: +1.50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +11.0% Critical mult.: +15.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Offalvalor (46-64.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease Damage (Melee): +12 blight When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +18% nature Changes damage: +15% mind Disease immunity: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun mace of phasing (47.5-66.5 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage Shield penetration (this weapon only): +31% Damage (Melee): +12 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Cyruba' (44-61.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +8 Changes resistances: +9% acid / +3% physical / +6% light Changes resistances penetration: +12% physical Reduces incoming crit damage: 15.00% Blindness immunity: +10% Disarm immunity: +10% Pinning immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite waraxe of disruption (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * disrupts spell-casting Damage (Melee): +17 mind Damage against: +19% Unnatural When wielded/worn: Changes stats: +4 Cun / +4 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Yvomina' (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +15% temporal / +6% mind / +9% nature Mental save: +30 (+4 eff.) Disease immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +12 (+2 eff.) Disarm immunity: +25% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous voratun dagger of shearing (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn When wielded/worn: Armour penetration: +8 Changes stats: +1 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +4% lightning / +4% physical Changes damage: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Neritha (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 7 acid Changes stats: +3 Cun / +5 Wil Changes resistances: +6% acid / +12% mind Changes resistances penetration: +6% acid Changes damage: +5% acid Grants telepathy: Dragon Mental save: +6 (+1 eff.) Life regen: +0.70 Psi when hit: +0.04 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +0.90 Maximum life: +33.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +10 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.blooming living mindstar of frost (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 15 ice Changes resistances: +11% cold Changes resistances penetration: +12% cold Changes damage: +5% cold Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +26 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.acidic voratun steamsaw of lightning resistance (+23%) (42-63 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 42.0 - 63.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +23% lightning Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.quick voratun steamsaw of ruin (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 111% Block value: +98 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical crit. chance: +11.0% Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +5 Dex Talent granted: +3 Block Critical mult.: +15.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Arcmarrow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +10 arcane When wielded/worn: Ammo reloads per turn: +6 Changes stats: +6 Mag Changes resistances: +6% lightning Changes resistances penetration: +14% temporal / +15% physical Changes damage: +24% lightning / +11% temporal / +17% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating dragonbone longbow of dexterity (+6) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +43% physical Damage Shield penetration: +87% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.impervious voratun shield of radiance (12 def, 11 armour, 265 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +11 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +3 Mag / +11 Con Changes resistances: +15% light Talent granted: +5 Block Physical save: +12 (+2 eff.) Handheld deflection devices. |
voratun shield 'Stormbearer' (12 def, 3 armour, 196.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 29% chance to blind Damage when hit (Melee): 16 blight / 4 arcane Changes stats: +4 Mag / +5 Con Changes resistances: +23% lightning / +30% light / +7% darkness Changes resistances penetration: +5% arcane Talent granted: +5 Block Spell crit. chance: +2% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.linen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mana each turn: +0.14 Maximum mana: +43.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Lightningwolf' (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +6 Cun / +5 Wil Changes resistances: +6% temporal / +12% cold / +12% nature / +6% fire Changes damage: +18% lightning Mental save: +20 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of clarity (14 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +8 Dex Changes resistances: +7% mind Physical save: +16 (+2 eff.) Mental save: +18 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Chromatic Harness (10 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of implacability (5 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +19% blight / +21% darkness Physical save: +11 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Flashborn' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +10 Cun / +2 Wil Changes resistances: +18% acid Critical mult.: +20.00% Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Nightoblivion' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 acid Changes resistances: +18% acid / +7% mind / +20% darkness Changes damage: +6% acid / +18% darkness Mental save: +19 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +5 Con Life regen: +3.10 Maximum life: +119.00 Healing mod.: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour 'Aragastir' (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances: +29% lightning Grants telepathy: Humanoid/Orc Mental save: +15 (+2 eff.) Equilibrium when hit: +0.32 Psi when hit: +0.16 Mental crit. chance: +5% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.insulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +7% fire / +6% cold Maximum encumbrance: +23 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Voralaith (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +3 (+0 eff.) Changes stats: +4 Con Changes resistances: +6% blight Critical mult.: +9.00% Spell save: +10 (+1 eff.) Mental save: +5 (+1 eff.) Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed elven-silk cloak of the guardian (16 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +16 (+3 eff.) Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Physical save: +19 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +20 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina each turn: +0.40 Maximum stamina: +21.00 Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerimirin (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str / +1 Cun Changes resistances penetration: +20% mind Equilibrium when hit: +0.16 Light radius: +1 When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 403.61 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Dimsorrow (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical power: +10 (+2 eff.) Armour: +2 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 10 blight Damage when hit (Melee): 4 fire Changes stats: +5 Str / +5 Dex / +4 Cun Changes resistances: +7% blight / +9% darkness Changes damage: +6% blight When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +10 blight / +4 fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Startide the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% nature / +3% light Changes damage: +9% light Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +14.00 Light radius: +3 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 3). On weapon hit: * Slows global speed by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of the nighthunter (0 def, 5 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +5 Changes stats: +3 Cun Changes resistances: +8% darkness Mental save: +8 (+1 eff.) Maximum life: +49.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 mind Changes resistances: +6% mind Changes damage: +5% mind When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 3). Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +2 Str Life regen: +1.80 Stamina each turn: +0.70 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+4) (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Damage (Melee): 8 physical Changes stats: +4 Str Changes damage: +5% physical When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+2) (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +2 Str Changes damage: +3% physical When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glowtrail the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Armour penetration: +12 Armour: +3 Damage when hit (Melee): 8 light Changes stats: +11 Dex / +6 Cun Changes resistances: +3% acid / +6% temporal Spell save: +39 (+5 eff.) Life regen: +4.60 Stamina each turn: +1.10 Psi each turn: +0.35 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +13 Crit. chance: +14.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Eremedrathad the voratun gauntlets (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +11 Fatigue: -4% Damage (Melee): 12 mind / 15 physical Changes stats: +8 Str / +3 Mag Changes resistances: +8% mind Changes damage: +7% mind / +9% physical Grants telepathy: Demon/Minor Demon/Major When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +11 mind / +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Zubuwen the Growrebel (11 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 nature Changes resistances: +10% lightning / +19% temporal / +6% light / +9% nature Disarm immunity: +35% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Burnrock (3 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +18% lightning / +30% fire / +5% arcane Changes damage: +14% fire Physical save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Glowking the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Changes resistances: +11% acid / +9% temporal / +22% cold / +28% fire / +12% lightning Mental save: +15 (+2 eff.) Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Light radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.werebeast's drakeskin leather cap of trickery (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +3 Str / +8 Dex / +4 Cun / +2 Con Changes resistances: -15% light Life regen: +1.00 A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 121.93 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
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. |
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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% 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 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
248 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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
GogrimPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +14% darkness Changes resistances penetration: +20% mind Changes damage: +7% light / +12% mind Damage affinity(heal): +5% light Spell save: +9 (+1 eff.) Poison immunity: +15% Disease immunity: +15% Silence immunity: +20% Knockback immunity: +15% Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 95.90 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
iron pickaxe (dig speed 36 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. |
voratun pickaxe of endurance (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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), 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. |
supercharged elven-wood totem of thorny skin [power 73] (24 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 73 and armour hardiness by 60%, putting all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By 1.5.10_cobr_maro_id the Superhuman Brawler level 20
10th Mirth 122nd year of Ascendancy at 12:41 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By 1.5.10_cobr_maro_id the Superhuman Brawler level 9
77th Pyre 122nd year of Ascendancy at 20:20 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By 1.5.10_cobr_maro_id the Superhuman Brawler level 20
10th Mirth 122nd year of Ascendancy at 21:21 see stats
Infinite x10 (Madness (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By 1.5.10_cobr_maro_id the Superhuman Brawler level 15
4th Mirth 122nd year of Ascendancy at 19:55 see stats
Infinite x20 (Madness (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By 1.5.10_cobr_maro_id the Superhuman Brawler level 25
9th Flare 122nd year of Ascendancy at 14:00 see stats
Infinite x30 (Madness (Roguelike) difficulty)
Got to level 30 of the infinite dungeon.By 1.5.10_cobr_maro_id the Superhuman Brawler level 33
15th Dusk 122nd year of Ascendancy at 02:38 see stats
Infinite x40 (Madness (Roguelike) difficulty)
Got to level 40 of the infinite dungeon.By 1.5.10_cobr_maro_id the Superhuman Brawler level 43
32nd Dusk 122nd year of Ascendancy at 01:05 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By 1.5.10_cobr_maro_id the Superhuman Brawler level 10
78th Pyre 122nd year of Ascendancy at 09:01 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By 1.5.10_cobr_maro_id the Superhuman Brawler level 20
9th Mirth 122nd year of Ascendancy at 19:13 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By 1.5.10_cobr_maro_id the Superhuman Brawler level 30
8th Dusk 122nd year of Ascendancy at 00:24 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By 1.5.10_cobr_maro_id the Superhuman Brawler level 40
27th Dusk 122nd year of Ascendancy at 08:11 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By 1.5.10_cobr_maro_id the Superhuman Brawler level 35
18th Dusk 122nd year of Ascendancy at 07:52 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By 1.5.10_cobr_maro_id the Superhuman Brawler level 42
31st Dusk 122nd year of Ascendancy at 12:16 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By 1.5.10_cobr_maro_id the Superhuman Brawler level 29
7th Dusk 122nd year of Ascendancy at 13:16 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By 1.5.10_cobr_maro_id the Superhuman Brawler level 4
74th Pyre 122nd year of Ascendancy at 15:38 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By 1.5.10_cobr_maro_id the Superhuman Brawler level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
AI Turns Rested: nil
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
AI stopping: level change found
SkooBot Toggle requested!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
AI Turns Rested: nil
There is a next level here (press '' or right click to use).
Ran for 83 turns (stop reason: at exit).
AI stopping: level change found
There is a way to the next level here (press '' or right click to use).
Ran for 84 turns (stop reason: at exit).
SkooBot Toggle requested!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
AI Turns Rested: nil
AI stopping: level change found
There is a next level here (press '' or right click to use).
Ran for 84 turns (stop reason: at exit).
1.5.10_cobr_maro_id deactivates Striking Stance.



































































































































