



Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Store Restocker 1.5.5Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.6.7In 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 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Merchant on the Map 1.7.0Places 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. No more creaky door 1.2.5Got rid of the most anoying door creaks. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Hulk! 1.4.8 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Hulk |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 2260% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1120 (base 60) |
| Dexterity | 1070 (base 60) |
| Constitution | 1064 (base 60) |
| Magic | 1070 (base 60) |
| Willpower | 1064 (base 60) |
| Cunning | 1070 (base 60) |
Resources
| Life | 881122/881122 |
| Positive | 872/872 |
| Stamina | 3557/3557 |
| Equilibrium | 20 |
| Healing Factor | 2.4103777302657 |
| Regeneration | 24357.929307203 |
Speed
| Mental | +190% |
| Attack | +200% |
| Movement | +245% |
| Spell | +200% |
| Global | +465% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 188.28651720077 |
| See Invisible | 188.28651720077 |
Offense: Barehand
| Damage | 250 |
| Accuracy | 262 |
| Crit Chance | 894% |
| APR | 148 |
| Speed | 0.34 |
Offense: Spell
| Spellpower | 264 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 315 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +105% |
| Blight | +105% |
| Arcane | +105% |
| Cold | +105% |
| All | +7% |
| Physical | +95% |
| Lightning | +105% |
| Light | +244% |
| Temporal | +105% |
| Mind | +115% |
| Darkness | +105% |
| Fire | +245% |
| Nature | +105% |
Offense: Damage Penetration
| Acid | +123% |
| Blight | +123% |
| Arcane | +123% |
| Cold | +123% |
| All | +25% |
| Physical | +123% |
| Lightning | +123% |
| Light | +177% |
| Temporal | +123% |
| Mind | +153% |
| Darkness | +123% |
| Fire | +123% |
| Nature | +123% |
Defense: Base
| Armour (hardiness) | 148 (100%) |
| Defense | 292 |
| Ranged Defense | 292 |
| Fatigue | 0 |
| Physical Save | 249 |
| Spell Save | 260 |
| Mental Save | 248 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +119%(100%) |
| Physical | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Mind | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (4/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 0 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 | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Chant of Resistance |
| talent | Gravitic Effulgence |
| talent | Precise Strikes |
| talent | Searing Sight |
| talent | Second Life |
| talent | Weapon of Light |
| talent | Elemental Harmony |
| talent | Exploit Weakness |
| beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | All talent cooldowns reduced by 20%. Elemental Surge: Light |
| detrimental effect | Terrified of the horror duo attacking them reducing defense and spell save by 160. Terrible Sight |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You failed to protect the lost defiler from death by Bethussra the mountain troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by mountain troll thunderer. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Salessra the bloated horror. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Tofla the dúathedlen. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -595; dur 10; cd 35) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 595 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 264; dur 4; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 264.45 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 314; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 313.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 411; dur 8; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 411 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
GleamrotPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +2 Changes stats: +1 Dex Changes resistances: +9% light / +3% physical Changes resistances penetration: +10% physical Changes damage: +6% physical Blindness immunity: +28% Only die when reaching: -80.00 life Infravision radius: +4 See stealth: +10 See invisible: +10 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
This item will automatically be transmogrified when you leave the level.psionicist's voratun ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Rings make your fingers look great! |
Eksatin's Ultimatum (63-94 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Life Drinker (42-55 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 3.5 Power cost: 23 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 144.93 acid and 144.93 blight damage. If not cleared after five turns it will inflict 822.87 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Champion's Will (67-107 power, 22 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: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 909 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of amnesia (60-97 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 17 turns (checks Confusion immunity) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's steel greatsword of massacre (36-58 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Massive two-handed swords. |
Ururahir the Freezekiller (24-33 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 71 Damage (Melee): +7 blight / +20 cold Damage (radius 1) on hit: +12 cold When wielded/worn: Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +15% cold Disease immunity: +19% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun longsword (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +42 cold When wielded/worn: Changes resistances penetration: +22% lightning / +25% cold Movement speed: +50% Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 34 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
This item will automatically be transmogrified when you leave the level.Pureclamor (15-16 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to reduce all saves and defense by 99 * 34% chance to slow global speed by 136% * 34% chance to reduce damage dealt by 78% Damage (Melee): +28 nature Damage (radius 1) on hit: +24 darkness / +28 mind When wielded/worn: Accuracy: +30 (+2 eff.) Changes stats: +8 Str / +6 Wil Changes resistances: +30% nature Changes damage: +27% mind / +18% physical Talent granted: +1 Attune Mindstar Physical save: +18 (+1 eff.) Spell save: +10 (+0 eff.) Maximum stamina: +51.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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.caller's living mindstar of resolve (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +7% acid / +10% fire / +9% cold / +10% physical Changes damage: +15% acid / +13% fire / +13% cold / +15% physical Talent granted: +1 Attune Mindstar Spell save: +8 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +3 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.gifted living mindstar of storms (18-20 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +7 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Mindpower: +22 (+2 eff.) Mental crit. chance: +5% 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.gifted living mindstar of storms (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +7 Str / +7 Dex / +6 Mag / +7 Wil / +4 Cun / +7 Con Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Mindpower: +20 (+2 eff.) Mental crit. chance: +5% 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.resonating living mindstar of gales (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +34 (+2 eff.) Changes resistances: +10% mind Changes resistances penetration: +10% mind Changes damage: +12% lightning / +16% cold / +8% mind / +12% physical Talent granted: +1 Attune Mindstar Pinning immunity: +39% Psi when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% 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.blazebringer's drakeskin leather sling of cunning (+8) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +85 fire When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +10% physical / +23% fire Global speed: +11% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 113 power out of 44/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.cruel dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +101.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone starstaff of power (30-36 power, 6 apr, physical 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes damage: +30% physical Talent granted: +1 Command Staff Maximum mana: +104.00 Spellpower: +44 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental voratun waraxe (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 286 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +30% cold Changes damage: +30% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe (40-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 71 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +35% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of daylight (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 71 Damage (Melee): +17 blight / +20 light Damage against: +30% Undead When wielded/worn: Disease immunity: +32% One-handed war axes. |
RagidunanegCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +21% cold / +3% physical Disease immunity: +20% Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.grounding drakeskin leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +9% acid / +14% temporal / +9% cold / +10% fire / +25% lightning A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 6734.25 cold damage and condensing the air into freezing vapors that deal 2244.75 cold damage (based on Magic) each turn for 10 turns Activation costs 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+0 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+0 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+1 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Mana each turn: +0.39 Maximum mana: +100.00 Spellpower: +26 (+2 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.psion's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +20% mind Changes damage: +30% mind / +20% all Psi each turn: +1.00 Maximum psi: +40.00 Spellpower: +20 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe of protection (4 def, 4 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+0 eff.) Changes resistances: +9% all Changes damage: +16% arcane Physical save: +21 (+2 eff.) Maximum mana: +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven woollen robe of corrosion (+8%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +8% lightning / +8% cold / +21% acid / +9% all Changes damage: +9% lightning / +13% physical / +14% acid / +14% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +2 Mag / +3 Wil Stamina each turn: +0.30 Maximum life: +30.00 Movement speed: +10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of voratun boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.undeterred pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +50% Confusion immunity: +44% Stun/Freeze immunity: +50% Stamina each turn: +0.90 Maximum stamina: +31.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). 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.Barkquencher (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 136% Changes stats: +9 Str / +9 Dex / +5 Wil / +14 Cun / +7 Con Changes resistances: +6% lightning / +24% nature / +15% fire / +9% arcane / +15% cold Changes resistances penetration: +10% nature / +40% fire Changes damage: +9% fire Mindpower: +6 (+1 eff.) A cap made of leather. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+0 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +9 Con Changes damage: +20% arcane Life regen: +6.00 Damage Shield Power: +13% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.augmenting elven-silk wizard hat of nature (+30%) (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% nature Changes damage: +15% acid / +15% lightning / +20% nature / +13% cold / +12% arcane / +11% fire A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Airbliss' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 99 Changes stats: +3 Mag Changes resistances: +12% acid Changes resistances penetration: +20% lightning / +25% acid Spell save: +8 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm of precognition (12 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +12 (+1 eff.) Armour: +5 Defense: +12 (+0 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +7 Wil / +6 Cun Changes resistances: +14% physical Physical save: +15 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.searing steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +39% acid / +18% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+1 eff.) Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes stats: +9 Str / +7 Mag / +10 Wil Changes resistances: +20% lightning Spellpower: +21 (+1 eff.) Spell crit. chance: +10% Mindpower: +24 (+2 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+1 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+0 eff.) It can be used to turn yourself invisible (power 367, based on Cunning and Magic) for 10 turns Activation costs 29 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Balanceraider' (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+1 eff.) Fatigue: +8% Effects on melee hit: * 34% chance to reduce strength, dexterity, and constitution by 71 Damage when hit (Melee): 14 nature Changes resistances: +10% arcane / +18% nature Changes resistances penetration: +43% mind Changes damage: +30% blight / +51% temporal / +39% mind Spell save: +24 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.multi-hued hardened leather armour of lightning resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+0 eff.) Fatigue: +8% Changes resistances: +12% acid / +14% physical / +14% fire / +38% lightning / +14% cold Mindpower: +10 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Glintslice (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +50 (+2 eff.) Armour: +26 Fatigue: +22% Changes stats: +7 Str / +9 Wil / +9 Cun / +10 Con Changes resistances: +22% fire Changes resistances penetration: +15% light / +10% cold Changes damage: +12% light Mental save: +18 (+1 eff.) Maximum life: +99.00 A suit of armour made of metal plates. |
Samemarand (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +23% cold Changes damage: +6% arcane Physical save: +6 (+0 eff.) Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +6% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fearforged voratun plate armour of lightning resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +37% Changes stats: +10 Con Changes resistances: +30% lightning / +14% fire / -19% light / +15% darkness Physical save: +9 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +9 (+0 eff.) A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+1 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+1 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 2013.64 to 2517.05 light damage (based on Willpower and Cunning) Activation costs 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+1 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+1 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
iron shield of fire resistance (+15%) (0 def, 2 armour, 8-10 power, 18 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of reflection (0 def, 6 armour, 28-34 power, 76 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +15 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +12% physical / +12% light / +13% darkness Talent granted: +1 Block Slows Projectiles: +15% Bonus block near projectiles: +19 Handheld deflection devices. |
Void Quiver (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 70% Dex, 90% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
794 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. |
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. |
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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) 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 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 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. |
Gloregakira the Duathelsweeper (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +27% cold / +7% arcane / +27% darkness Changes resistances penetration: +30% darkness / +25% cold Changes damage: +33% cold / +12% arcane / +12% darkness Maximum life: +37.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
4 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 2049.12 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 2049.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(481 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Chamokalthothad'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% blight / +25% arcane / +11% all Spellpower: +30 (+2 eff.) Spell crit. chance: +3% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire 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. |
4 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of torment (23/23, 68-81 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 23 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 834 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of paradox (19/19, 33-40 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +5 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of voratun shots of wind (22/22, 54-65 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 595 physical damage * 20% chance to knock the target back 3 spaces and deal 745 physical damage Travel speed: +200% Damage (Ranged): +40 physical Shots are used with slings to pummel your foes to death. |
yew wand of lightning storm 'Baryregorath' [power 284] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Wil Changes resistances penetration: +10% mind Equilibrium when hit: +0.08 Mental crit. chance: +4% See invisible: +12 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 116 lightning damage and will be dazed for 1 turn (582 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
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 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. |
2 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. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By proppasafe the Hulk Sun Paladin level 12
3rd Summertide 122nd year of Ascendancy at 14:25 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By proppasafe the Hulk Sun Paladin level 20
3rd Dusk 122nd year of Ascendancy at 16:40 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By proppasafe the Hulk Sun Paladin level 12
1st Summertide 122nd year of Ascendancy at 12:51 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By proppasafe the Hulk Sun Paladin level 15
3rd Flare 122nd year of Ascendancy at 21:30 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By proppasafe the Hulk Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 12:25 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By proppasafe the Hulk Sun Paladin level 23
12nd Dusk 122nd year of Ascendancy at 07:29 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By proppasafe the Hulk Sun Paladin level 50
59th Dusk 122nd year of Ascendancy at 23:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By proppasafe the Hulk Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 20:50 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By proppasafe the Hulk Sun Paladin level 20
3rd Dusk 122nd year of Ascendancy at 09:02 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By proppasafe the Hulk Sun Paladin level 30
12nd Dusk 122nd year of Ascendancy at 11:42 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By proppasafe the Hulk Sun Paladin level 40
17th Dusk 122nd year of Ascendancy at 09:53 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By proppasafe the Hulk Sun Paladin level 50
42nd Dusk 122nd year of Ascendancy at 20:08 see stats
Lost in translation (Madness (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By proppasafe the Hulk Sun Paladin level 3
75th Pyre 122nd year of Ascendancy at 16:15 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By proppasafe the Hulk Sun Paladin level 50
59th Dusk 122nd year of Ascendancy at 20:00 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By proppasafe the Hulk Sun Paladin level 25
12nd Dusk 122nd year of Ascendancy at 07:51 see stats
Portal master (Madness (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By proppasafe the Hulk Sun Paladin level 50
60th Dusk 122nd year of Ascendancy at 13:27 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By proppasafe the Hulk Sun Paladin level 50
42nd Dusk 122nd year of Ascendancy at 21:40 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By proppasafe the Hulk Sun Paladin level 7
10th Mirth 122nd year of Ascendancy at 03:18 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By proppasafe the Hulk Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 12:18 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By proppasafe the Hulk Sun Paladin level 16
3rd Flare 122nd year of Ascendancy at 21:58 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By proppasafe the Hulk Sun Paladin level 25
12nd Dusk 122nd year of Ascendancy at 07:51 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By proppasafe the Hulk Sun Paladin level 4
9th Mirth 122nd year of Ascendancy at 14:25 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By proppasafe the Hulk Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 16:24 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By proppasafe the Hulk Sun Paladin level 11
1st Summertide 122nd year of Ascendancy at 05:58 see stats
Log
Weapon of Light hits Caldizar for 0 mind, 0 light, 0 mind, 0 light (0 total damage).
proppasafe performs a melee critical strike against Caldizar!
Caldizar's Lash Out is disrupted by his wounds!
You unleash a confusing blast of mental energy!
Caldizar resists the effect 'Confused'!
Endless Woes hits Worm that walks (servant of Caldizar) for 1485 mind damage.
Endless Woes hits Caldizar for 0 mind damage.
proppasafe hits Caldizar for 0 mind, 0 physical (0 total damage).
Weapon of Light hits Worm that walks (servant of Caldizar) for 187 mind, 606 light (793 total damage).
Weapon of Light hits Caldizar for 0 mind, 0 light (0 total damage).
proppasafe performs a melee critical strike against Caldizar!
proppasafe performs a melee critical strike against Caldizar!
Proppasafe surges with light power!
Weapon of Light hits Worm that walks (servant of Caldizar) for 187 mind, 606 light, 93 mind, 606 light (1493 total damage).
Weapon of Light hits Caldizar for 0 mind, 0 light, 0 mind, 0 light (0 total damage).
proppasafe hits Caldizar for 0 mind, 0 physical, 0 mind, 0 physical (0 total damage).
Elemental Surge hits Worm that walks (servant of Caldizar) for 980 mind, 3186 light (4166 total damage).
Elemental Surge hits Caldizar for 0 mind, 0 light (0 total damage).
Caldizar is dazed!
Searing Sight hits Worm that walks (servant of Caldizar) for 198 mind, 643 light (840 total damage).
Searing Sight hits Caldizar for 0 mind, 0 light (0 total damage).
Caldizar is not dazed anymore.
Bleeding from Proppasafe hits Caldizar for 0 mind, 0 physical (0 total damage).
Searing Sight hits Worm that walks (servant of Caldizar) for 198 mind, 643 light (840 total damage).
Searing Sight hits Caldizar for 0 mind, 0 light (0 total damage).
































































































































































































