Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Forbidden Cults 1.6.7Official 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.
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 22 / 14% |
Size | medium |
Lifes / Deaths | Killed by Xanuvena the green ooze at level 21 on the 74th Regrowth 123rd year of Ascendancy at 21:54 / 2Killed by Bethavena the sandworm at level 22 on the 76th Regrowth 123rd year of Ascendancy at 11:41 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 20 (base 12) |
Constitution | 29 (base 12) |
Magic | 56 (base 51) |
Willpower | 41 (base 20) |
Cunning | 42 (base 31) |
Resources
Mana | 112/181 |
Negative | 93/93 |
Steam | 0/100 |
Life | -178/741 |
Insanity | 25/100 |
Paradox | 310 |
Psi | 111/111 |
Healing Factor | 0.75949607225935 |
Regeneration | 5.5063465238803 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 25 |
Accuracy | 52 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 52 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 11% |
Speed | 1 |
Cooldown Reduction | 13.333333333334 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +27% |
Physical | +10% |
Cold | +6% |
All | 0% |
Lightning | +16% |
Light | +10% |
Darkness | +33% |
Nature | +6% |
Offense: Damage Penetration
Nature | +20% |
Lightning | +39% |
Fire | +10% |
Darkness | +40% |
Cold | +5% |
Arcane | +5% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (44.670658682635%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 11 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 33%( 70%) |
Lightning | + 38%( 70%) |
Light | + 50%( 70%) |
Temporal | + 33%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 43%( 70%) |
All | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 30% |
Disarm Resistance | 25% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 660 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Chant of Fortitude |
talent | Thermal Shield |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Kinetic Shield |
talent | Hymn of Perseverance |
talent | Molten Iron Blood |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 5%, and reducing the duration of detrimental timed effects by 5%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases defense by 10. Mobile Defense |
beneficial effect | All damage affinity increased by 8%. Dark ReignWill not die until 0 life |
detrimental effect | The target's has a cursed wound, reducing healing by 60%. Cursed Wound |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 28. Exposed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Zerofast (43.5-65.25 power, 2 apr) Zerofast (43.5-65.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 Base power: 43.5 - 65.3 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 lightning damage (1/turn) When wielded/worn: Accuracy: +21 (+7 eff.) Changes stats: +3 Str Changes resistances penetration: +14% lightning / +15% mind Changes damage: +13% lightning / +10% physical Massive two-handed mauls. |
On hands | rough leather gloves 'Xerusetira' (0 def, 13 armour) rough leather gloves 'Xerusetira' (0 def, 13 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +13 Damage when hit (Melee): 2 blight Changes stats: +3 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+3 eff.) Disarm immunity: +25% Stamina each turn: +3.00 Only die when reaching: -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(97 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Yarothel (0 def, 5 armour) Yarothel (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +8 Str / +6 Wil / +6 Con Changes resistances: +19% blight Changes resistances penetration: +5% arcane Changes damage: +12% blight Physical save: +10 (+5 eff.) Mental save: +22 (+9 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On feet | Airlace the pair of rough leather boots (0 def, 1 armour) Airlace the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% lightning / +3% cold / +6% darkness / +3% blight Changes resistances penetration: +15% lightning / +10% fire Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
Tool | ash totem of healing 'Beloth' [power 170] (15 cooldown) ash totem of healing 'Beloth' [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Defense: +15 (+7 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Heal for 30. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Gloruwyn GloruwynPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +4 Dex / +5 Mag / +5 Wil / +4 Cun / +3 Con Changes resistances: +5% arcane Physical save: +9 (+4 eff.) Spellpower: +18 (+6 eff.) Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 74.41 You won the Ring of Blood trial, and this is your reward. |
Around neck | copper amulet 'Mucusvault' copper amulet 'Mucusvault'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +25% darkness / +10% mind / +20% nature Changes damage: +6% nature Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +32.00 Amulets can have magical properties. |
In main hand | Dimwire the steel mace (17-23.8 power, 3 apr) Dimwire the steel mace (17-23.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 17.0 - 23.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 83 damage Damage (Melee): +6 blight When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+5 eff.) Changes resistances penetration: +15% darkness Changes damage: +6% darkness Disease immunity: +11% Blunt and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Thunderseam the steel dagger (13.5-17.55 power, 6 apr) Thunderseam the steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 cold damage (1/turn) Damage (Melee): +4 lightning / +10 cold / +7 light Damage against: +9% Undead When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +6% cold Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+5 eff.) Sharp, short and deadly. |
Cloak | linen cloak 'Hadas' (6 def, 4 armour) linen cloak 'Hadas' (6 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Changes stats: +4 Dex / +1 Con Changes damage: +3% acid Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tempestreign (6 def, 4 armour) Tempestreign (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% lightning / +17% cold / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +3% lightning Mental save: +12 (+6 eff.) Life regen: +5.00 Maximum life: +32.00 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 20%; physical; dur 3; cd 10) wild infusion of the duelist (res 20%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 4; phase 16; cd 10) blink rune of the psychic (range 4; phase 16; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 19; cd 13) blink rune of the wizard (range 7; phase 19; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 17) manasurge rune (regen 600% over 10 turns; mana 30; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 99; cd 12) shatter afflictions rune of the sneak (absorb 99; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 110; cd 17) shatter afflictions rune of the wizard (absorb 110; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree 2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Ragygen RagygenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +6% blight Changes damage: +6% mind Spell save: +11 (+10 eff.) Maximum stamina: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Vilecut VilecutCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% nature / +6% lightning Changes resistances penetration: +10% nature Changes damage: +15% nature / +9% darkness Rings can have magical properties. |
conjurer's copper ring of pilfering conjurer's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Changes stats: +5 Wil / +5 Mag Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's steel ring of fire (+22%) mule's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +22 Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger (10-13 power, 6 apr)acidic steel dagger (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Sharp, short and deadly. |
elemental iron dagger of massacre (15-19.5 power, 5 apr) elemental iron dagger of massacre (15-19.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +8% lightning Changes damage: +6% lightning Sharp, short and deadly. |
steel dagger 'Rhoran' (12.5-16.25 power, 6 apr) steel dagger 'Rhoran' (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +7 darkness Damage (radius 1) on hit: +6 fire Damage (radius 2) on crit: +8 mind Damage against: +7% Living When wielded/worn: Accuracy: +7 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +1 Str Changes resistances penetration: +10% blight Changes damage: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (39-58.5 power, 2 apr)dwarven-steel greatmaul (39-58.5 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
dwarven-steel greatsword 'Silynne' (38-60.8 power, 2 apr) dwarven-steel greatsword 'Silynne' (38-60.8 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 26 Damage (Melee): +12 mind / +8 arcane When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +12 (+4 eff.) Changes stats: +6 Str / +7 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% arcane / +9% physical Changes damage: +10% physical Disarm immunity: +20% See invisible: +3 Massive two-handed swords. |
elemental iron greatsword of crippling (15-24 power, 1 apr) elemental iron greatsword of crippling (15-24 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +10% fire Changes damage: +9% fire Massive two-handed swords. |
Polirenne the Coalrupture (15.5-21.7 power, 14 apr) Polirenne the Coalrupture (15.5-21.7 power, 14 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage Shield penetration (this weapon only): +12% Damage (Melee): +5 cold When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
horrifying vined mindstar of gales (5-5.5 power, 18 apr, nature damage) horrifying vined mindstar of gales (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Damage (Melee): 3 mind / 5 darkness Changes damage: +7% lightning / +6% physical / +4% darkness / +5% cold / +2% mind Talent granted: +1 Attune Mindstar Pinning immunity: +17% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. cured leather sling of coldcured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Changes damage: +12% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. hardened leather sling of piercinghardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +7% all Slings are used to hurl stones or metal shots at your foes. |
Aeruldamina the Singecutter (10-12 power, 2 apr, blight element) Aeruldamina the Singecutter (10-12 power, 2 apr, blight element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 53% Changes resistances: +3% mind / +5% arcane / +3% nature Changes damage: +10% blight / +3% fire / +6% mind Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 150.10 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (300). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm magestaff 'Grinubers' (10-12 power, 2 apr, lightning element) elm magestaff 'Grinubers' (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+10 eff.) Changes stats: +1 Wil / +1 Mag Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.18 Spellpower: +12 (+4 eff.) Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elm vilestaff of warding (10-12 power, 2 apr, darkness element) magewarrior's short elm vilestaff of warding (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 darkness Changes damage: +10% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +9 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Skybrand (18-27 power, 0 apr)Skybrand (18-27 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.0 - 27.0 Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +45 Damage (Melee): +4 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +6 Dex / +6 Mag / +10 Wil / +8 Cun / +9 Con Talent granted: +2 Block Mental crit. chance: +2% 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! |
Sootviper (12-16.8 power, 2 apr) Sootviper (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes stats: +3 Dex / +4 Mag Reduces incoming crit damage: 15.00% One-handed war axes. |
elemental dwarven-steel waraxe of amnesia (20.5-28.7 power, 4 apr) elemental dwarven-steel waraxe of amnesia (20.5-28.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 83 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +8% acid Changes damage: +5% acid One-handed war axes. |
Blastlady BlastladyPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +15% lightning Changes damage: +9% arcane / +3% temporal Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Faluhell the rough leather belt Faluhell the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +1 Str / +3 Dex / +2 Con Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Urochik the Undeathhunt Urochik the UndeathhuntPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 nature Changes stats: +1 Cun Changes resistances: +6% nature Changes resistances penetration: +15% nature Maximum encumbrance: +20 Maximum psi: +10.00 A belt that goes around your waist. |
linen cloak 'Isimina' (1 def, 0 armour) linen cloak 'Isimina' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 10% chance to reduce armor by 34% Damage when hit (Melee): 2 mind Changes resistances: +3% blight / +12% temporal / +5% arcane / +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeryssra the Brandquarry (0 def, 0 armour) Aeryssra the Brandquarry (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +4 Str / +2 Wil Changes resistances: +12% acid / +11% physical / +13% fire / +15% cold / +13% mind / +11% all Changes resistances penetration: +15% fire Changes damage: +7% acid / +9% physical / +7% fire / +10% cold / +13% mind / +10% all Talent cooldown: Refit Golem (-4 turns) Spellpower: +14 (+5 eff.) See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olyhek (0 def, 0 armour) Olyhek (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind / +3% light / +7% all Changes damage: +11% mind Knockback immunity: +20% Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour) dreamer's woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind / +12% darkness / +9% all Physical save: +10 (+5 eff.) Spell save: +12 (+10 eff.) Mental save: +20 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of life (0 def, 0 armour) focusing woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +7% blight / +9% all Life regen: +2.30 Mana each turn: +0.14 Psi each turn: +0.14 Maximum life: +50.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Glintqueller' (0 def, 0 armour) linen robe 'Glintqueller' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str Changes resistances: +7% all Changes resistances penetration: +15% light Mental save: +16 (+7 eff.) Only die when reaching: -40.00 life Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Firesweeper' (3 def, 2 armour) woollen robe 'Firesweeper' (3 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +11% acid / +10% physical / +14% temporal / +12% cold / +26% fire / +9% all Changes damage: +6% acid / +8% physical / +6% fire / +7% cold / +14% temporal Talent cooldown: Refit Golem (-3 turns) Physical save: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 41% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hanolefast the Furnaceire (0 def, 1 armour) Hanolefast the Furnaceire (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 fire Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +9% blight / +3% fire Stamina each turn: +0.40 Mana when firing critical spell: +2.00 Maximum stamina: +11.00 A pair of boots made of leather. |
Xeryriavena (0 def, 6 armour) Xeryriavena (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: -3% Changes stats: +5 Cun Changes resistances: +6% darkness Maximum encumbrance: +28 Physical save: +8 (+4 eff.) Spell save: +6 (+6 eff.) Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Blazestalker' (0 def, 4 armour) pair of dwarven-steel boots 'Blazestalker' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +3% cold / +1% physical Maximum encumbrance: +30 Physical save: +8 (+4 eff.) Poison immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +20% Maximum life: +40.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Eilinurewen' (0 def, 3 armour) pair of iron boots 'Eilinurewen' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 mind Changes stats: +3 Cun Changes resistances: +6% acid Changes resistances penetration: +15% mind Critical mult.: +5.00% Mindpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 101.88 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
umbral iron gauntlets of strength (+2) (0 def, 1 armour) umbral iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.70 to 122.09 lightning damage (81.39 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hathytir the cashmere wizard hat (12 def, 0 armour) Hathytir the cashmere wizard hat (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes resistances: +19% cold / +12% temporal Changes damage: +13% cold Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Light radius: +2 A pointy cloth hat, very wizardly... |
Heatrain the rough leather cap (0 def, 1 armour) Heatrain the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 34% Changes stats: +4 Cun Changes resistances: +5% lightning / +6% temporal / +3% acid Changes damage: +3% fire Mental crit. chance: +3% A cap made of leather. |
Murkwrither the linen wizard hat (16 def, 0 armour) Murkwrither the linen wizard hat (16 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +9% acid / +3% fire Changes damage: +3% darkness Equilibrium when hit: +0.70 Psi when hit: +0.80 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
Salota the Murkbore (0 def, 1 armour) Salota the Murkbore (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 34% * 10% chance to reduce damage dealt by 21% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% darkness / +20% temporal Mindpower: +4 (+1 eff.) A hat made of leather. Very stylish. |
Sootwalker (0 def, 1 armour) Sootwalker (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 21% * 10% chance to reduce armor by 34% Damage when hit (Melee): 6 acid / 4 darkness Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Physical save: +12 (+6 eff.) A hat made of leather. Very stylish. |
Zurogund (0 def, 3 armour) Zurogund (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Wil Changes resistances: +6% blight / +3% lightning / +3% acid Mental save: +6 (+3 eff.) Disease immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 A cap made of leather. |
rough leather cap 'Gunyrerain' (5 def, 3 armour) rough leather cap 'Gunyrerain' (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +2 Str Physical save: +12 (+6 eff.) A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
rough leather hat 'Chillbore' (0 def, 1 armour) rough leather hat 'Chillbore' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% nature Changes resistances penetration: +5% acid / +5% cold Physical save: +11 (+5 eff.) A hat made of leather. Very stylish. |
Xanadheth (20 def, 4 armour) Xanadheth (20 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +20 (+9 eff.) Fatigue: +7% Changes stats: +4 Dex Changes resistances: +12% nature / +16% cold Physical save: +3 (+1 eff.) Life regen: +3.70 Maximum life: +56.00 Movement speed: +20% Healing mod.: +11% A suit of armour made of leather. |
cured leather armour 'Grinothad' (6 def, 4 armour) cured leather armour 'Grinothad' (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +17% fire Changes damage: +6% arcane Life regen: +7.50 Maximum life: +74.00 Healing mod.: +23% A suit of armour made of leather. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yvewe the iron pickaxe (dig speed 37 turns) Yvewe the iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 4 mind Changes stats: +1 Str / +4 Dex Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 24 turns) dwarven-steel pickaxe of quickening (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Siloriavena the Oakblight Siloriavena the OakblightInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature / 4 cold Changes resistances: +12% nature Changes resistances penetration: +10% nature Changes damage: +9% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +9 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. |
brass lantern 'Sleetsnake' brass lantern 'Sleetsnake'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +2 Changes stats: +4 Cun Changes damage: +12% cold Physical save: +6 (+3 eff.) Light radius: +3 See invisible: +6 Healing mod.: +12% 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
dwarven-steel torque of mindblast 'Flashfear' [power 255] (15 cooldown) dwarven-steel torque of mindblast 'Flashfear' [power 255] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes damage: +6% mind / +24% fire Psi when hit: +0.04 Maximum hate: +10.00 It can be used to blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinomira the ash totem of stinging [power 170] (15 cooldown) Eilinomira the ash totem of stinging [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Str / +2 Dex Changes damage: +3% physical Only die when reaching: -40.00 life It can be used to sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 45. * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Elema the Brightrain [power 278] (20 cooldown) Elema the Brightrain [power 278] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +3% lightning / +3% fire / +5% arcane It can be used to create a shield absorbing up to 403 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glyba the Duskhacker [power 100] (15 cooldown) Glyba the Duskhacker [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +3% mind / +12% darkness Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+3 eff.) It can be used to fire a magical bolt dealing 100 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xugawen the yew wand of clairvoyance [power 11] (15 cooldown) Xugawen the yew wand of clairvoyance [power 11] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 acid / +3 fire / +2 darkness / +3 temporal Talent granted: +1 Ward Physical save: +15 (+7 eff.) Maximum stamina: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 68 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Heal for 53. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 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. |
Achievements
By Hellespont the Cornac Adventurer level 17
8th Haze 122nd year of Ascendancy at 11:54 see stats
By Hellespont the Cornac Adventurer level 21
74th Regrowth 123rd year of Ascendancy at 06:27 see stats
By Hellespont the Cornac Adventurer level 10
10th Dusk 122nd year of Ascendancy at 10:45 see stats
By Hellespont the Cornac Adventurer level 20
52nd Haze 122nd year of Ascendancy at 14:53 see stats
By Hellespont the Cornac Adventurer level 21
12nd Regrowth 123rd year of Ascendancy at 04:56 see stats
By Hellespont the Cornac Adventurer level 11
47th Dusk 122nd year of Ascendancy at 14:59 see stats
By Hellespont the Cornac Adventurer level 10
10th Dusk 122nd year of Ascendancy at 10:57 see stats
By Hellespont the Cornac Adventurer level 6
9th Flare 122nd year of Ascendancy at 23:29 see stats
By Hellespont the Cornac Adventurer level 16
74th Dusk 122nd year of Ascendancy at 10:08 see stats
By Hellespont the Cornac Adventurer level 21
74th Regrowth 123rd year of Ascendancy at 21:54 see stats
Log
The shield around Hellespont crumbles.
Hellespont HEALS from physical damage!
Melee retaliation hits War hound for 16 darkness, 3 blight, 18 fire (37 total damage).
War hound hits Hellespont for (29 to psi shield), (6 absorbed), 150 physical, 16 healing (150 total damage) [16 healing].
Bethavena the sandworm performs a melee critical strike against Hellespont!
Hellespont HEALS from physical damage!
Hellespont HEALS from mind damage!
Hellespont HEALS from nature damage!
Bethavena the sandworm hits Hellespont for (29 to psi shield), 130 physical, 14 healing, 5 mind, (4 to psi shield), 6 nature (141 total damage) [14 healing].
Melee retaliation hits Bethavena the sandworm for 14 darkness, 2 blight, 13 fire (30 total damage).
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 13 - Drems
You can read all your collected lore in the game menu, by pressing Escape.
You pickup 0.90 gold pieces.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Invoke Darkness is ready to use.
Bloodcaller hits Hellespont for 2 healing, 1 healing (0 total damage) [3 healing].
Hellespont's Beyond the Flesh hits Bethavena the sandworm for 16 physical, 16 light, 95 lightning (128 total damage).
Hellespont's Beyond the Flesh hits Emeliretira the white ooze for (12 flat reduction), 67 lightning (67 total damage).
Emeliretira the white ooze shoots!
Emeliretira the white ooze's Shoot performs a ranged critical strike against Hellespont!
Hellespont HEALS from physical damage!
Hellespont HEALS from mind damage!
Hellespont HEALS from nature damage!
Emeliretira the white ooze's Shoot hits Hellespont for (29 to psi shield), 98 physical, 11 healing (98 total damage) [11 healing].
Emeliretira the white ooze's Shoot hits Hellespont for (29 to psi shield), 79 physical, 9 healing (79 total damage) [9 healing].
Bethavena the sandworm hits Hellespont for (29 to psi shield), 110 physical, 12 healing, 10 mind, (4 to psi shield), 6 nature (126 total damage) [12 healing].
Melee retaliation hits Bethavena the sandworm for 14 darkness, 2 blight, 13 fire (30 total damage).
Hellespont is no longer being stalked by Bethavena the sandworm.